The COVID-19 pandemic resulted in a rapid shift towards online learning where educators and students had to quickly adapt to new digital formats. However, the core aspects of community building and social interaction that are essential to traditional classrooms became challenging to maintain. To address this issue, we were interested in testing Virtual Gathering Platforms (VGPs) Topia and WorkAdventure to see how effectively they could be adapted to various academic teaching and learning settings. These examples of Extended Realities (XR), adopted from the 2D metaverse, aim to improve communication and interactivity in a fun and engaging way, allowing users to create immersive worlds for socialising, and collaborating. Using Technological Pedagogical Content Knowledge (TPACK), Technological Self-Efficacy (TSE) and distributed scaffolding frameworks as a guide, we created adaptable templates of both platforms that not only introduced users to how they work, but also included features flexible enough to suit various academic disciplines and promote social engagement and collaborative learning. We then implemented a case study and invited university educators teaching international courses to adapt the templates and assess them within their own learning settings. In addition, it was important for us to use the on-boarding sessions as a focal point. Here, we introduced the templates through multiple resources and offered one-to-one support to develop their use within chosen learning scenarios which ranged from an icebreaker activity to an online student resource centre. Observations then documented the adapted templates being used with students in these settings, and feedback regarding user perceptions of the platforms and the support strategies used was gathered. The study reveals the complex interplay between user experiences, support strategies, and educational frameworks, emphasising the need for adaptable and collaborative approaches to optimise these platforms in higher education.
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