Mixed reality in higher education: Pedagogy before technology

New learning interaction methods through 3d printing, virtual reality and augmented reality (collectively referred to as mixed reality) are becoming possible, with many educators looking to implement these in their classroom. Traditionally, these methods have been prohibitively expensive to educators and complex to implement, leading to more conventional forms of 2d images and videos to become the educational norm. This is changing through advancements in hardware technology, free game engines and software plugins. Meta analytic studies in the use of 3d visualizations show positive improvements in learning outcomes among low and high spatial learners. But often these studies focus only on explanatory words and pictures with less attention to complex learning environments such as interactive visualisations, games & simulations. This workshop builds upon the research experience of The Mixed Reality Research Lab (www. mixedrealityresearch. com), exploring the applied use of mixed reality visualisation pedagogy across three (3) disciplines in Paramedic Science, Anatomical Science and ICT Networking. Demonstrated are several of the applications produced by the lab as case studies, that provide participants with knowledge of how mixed reality is used, how learning analytics can be recorded through mixed reality simulations and how pedagogy and technology can be weaved together to implement a mixed reality and mobile device solution into a classroom for a specific discipline.