Project overview

TeachXR is a no-code tool that enables teachers to implement, customize, and share AR and VR storytelling experiences in their classrooms.

Why TeachXR?

  1. Students have a hard to visualize the relantionship between the macroscopic, molecular and atomical levels.

  2. AR and VR is a great tool to show the relationship between these levels in 3D

  3. Teachers do not introduce emerging technologies to their classroom because there is a steep learning curve, lack of community, and lack of time.

My role

Research, ideation, UX/UI for app, AR app building in Unity, 3d modeling and rendering.

Collaboration

Hannah Bartolomea

Literature review and research

🔍 Scope of research

  • Analyzed over 40 academic papers, case studies, and design research sources.

  • Interviewed Aaron Glimme, a Chemistry teacher at Berkeley High School.

  • Conducted class observations on Aaron Glimme’s class

  • Consulted and interviewed 3 science high school teachers

🧪 Challenges in Chemistry Education

  • Chemistry concepts often involve abstract and invisible phenomena (e.g., atoms, molecules, reactions).

  • Traditional media like images and videos are insufficient to convey these 3D, dynamic processes.

  • Students struggle to develop accurate mental models with static or linear materials.

🕶️ Potential of XR (Extended Reality)

  • XR technologies such as Augmented Reality (AR) and Virtual Reality (VR) enable immersive, interactive 3D experiences.

  • Studies show XR improves student comprehension, engagement, and memory retention in science education.

🚧 Barriers to Adoption

  • Time constraints: Teachers lack time to learn and integrate new tools.

  • Limited access to XR-ready content tailored for high school curricula.

  • Lack of peer support or communities to share resources and best practices.

🎯 Conclusion

  • XR has strong potential to transform science education.

  • To succeed, solutions must address educators’ real-world constraints and empower them to use XR effectively.

The low code tool

Design Goals

  • Empower non-technical teachers to create XR learning experiences.

  • Align with curriculum and classroom workflows.

  • Reduce cognitive load through simple, story-based creation tools.

  • Foster collaboration through content sharing.

Solution highlights

1. Teacher-Centered Design

  • Interface inspired by tools teachers alreade use (e.g., slide editors)

  • AI guided experience with manual edit

  • Guided tutorials and prefix parameters for easy customization

  • Content adapted to their needs, includes printing materials for students and teachers

Slide editors have a vertical navigation with thumbnails and an editable space on the right. We replicated the same structure on our builder experience to make it easier to understand

AI builder experience is guided to help teachers create their experience, empty prompt boxes are too open ended and harder to get good results from the start.

2. Community layer

  • Ability to publish, download, remix and share experiences

  • Peer feedback and resource exchange to promote collaboration

3. Scalable architecture

  • Low-code backend allows easy expansion into other subjets

  • Real-time editing and versioning support future classroom needs

Impact and learnings

  1. Empower teachers

  2. Be consistent with teachers’ common practices to facilitate new technology

  3. Teachers can be AR and VR creators too!

  4. AR and VR should be used to show the invisible, not to replicate the reality

Impact

  • Reduced barriers for AR adoption among teachers

  • Enabled chemistry teachers to become content creators and storytellers

  • created a scalable, community-driven platform with potential beyond chemistry

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