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Case study: Embedding Immersive Technologies in History studies

Department of History
Dr. Lizzy Spencer

Dr. Lizzy Spencer, a lecturer in History, collaborated with the Creativity Lab to integrate immersive technologies into her MA module Performing, Playing, & Re-enacting the Long Eighteenth Century. Aimed at exploring how video games and virtual reality (VR) reshape historical storytelling, the module incorporated a hands-on session titled Video Games, VR, and Beyond. With support from the Lab, Lizzy designed a bespoke two-hour workshop using Meta Quest 2 headsets to explore digital experiences like Assassin’s Creed, The Anne Frank House, and Street Cries of York. The session was split into smaller workshops to foster engagement and reflection, aligning with the module’s theoretical focus.

Students responded with enthusiasm, gaining deeper critical insight into digital public history. The project also benefited Lizzy professionally, increasing her confidence in using immersive tools. However, challenges included time constraints, varying levels of digital confidence, and logistical demands. Reflecting on the experience, Lizzy and the Lab identified the need for earlier integration of digital tools and additional support resources. Overall, the collaboration highlighted the transformative potential of interdisciplinary partnerships in enhancing learning and brought practical engagement into history studies.

Read the full case study from the following webpage: Embedding Immersive Technologies in History studies