Immersive University Model: Widening and Testing Immersion Abilities in Terms of Academic Integrity

To describe the model of an immersive university, it is necessary to introduce some explanations:

  • Immersive University is a part of “university in a gadget” concept. However, an immersive university in the gadget is not a guide app, but a set of tools like augmented reality apps, 360 video apps, VR supplements, necessary gaming mobile apps, etc. (Figure 1).
  • Immersive Learning Environment is part of the e-learning environment, not something that exists on its own. In addition, the Immersive Learning Environment goes beyond e-learning as the scenario of a practical case implementation can be realized in the real world.
  • Immersive University is a set of tools and scenarios, but this does not mean that one need to use all the tools at once (Figure 2).
  • Immersive university is not only the constructed worlds, but also the methods on the basis of which these worlds are constructed (Figure 3).

Immersive university in a gadget

Immersive worlds construction methods

We propose the following classification of immersive education tools:

  • 1D-immersion – verbal experience transfer, creation of scenarios (designs) of the educational environment, including those engaging students;
  • 2D-immersion – existing scenarios for creating an immersive space in the virtual or real world;
  • 3D-immersion – three-dimensional training models;
  • 4D-immersion – AR+, on-site role playing games;
  • 5D-immersion – full-scale VR;
  • nD-immersion – gamification in the virtual world, created and dynamically changing directly during the game.

Below are examples of immersive learning tools in authored courses that focus on academic integrity, according to the proposed classification. It should be noted that the maximum efficiency of “immersion” can be achieved by combining different tools in different time periods. Therefore, the description of the tools is carried out in blocks with the allocation of several “dimensions” (however not additive) in accordance with the classification proposed above.

The motivation of students increases with application of interactive teaching methods, interactive approaches and “anti-standardization” of the procedure of involving students in the problematic environment.


A set of electronic tools used for multilevel popularization of academic integrity for entrants and students, which can also be successfully used as a tool for professional development of teaching and research staff. The complex includes a massive open online course “Academic Integrity: Challenges, Actions, Success Stories”, a book with augmented reality elements “Academic Integrity for Quality Education: an Open Conversation on Fair Learning” and a series of posters on academic integrity with elements of augmented reality.

Massive open online course “Academic Integrity: Challenges, Actions, Success Stories” (

Book with augmented reality elements “Academic Integrity for Quality Education: An Open Conversation on Fair Learning” (


Series of posters on academic integrity with elements of augmented reality (


The method of educational activities gamification is widely used at all levels of education. Two types of gamifications can be used: gamification in a real environment using different approaches (role-playing games, “pirate meeting” in brainstorming, etc.) and gamification in a virtual environment using different platforms in which the educational process is embedded. The second type of gamification is becoming more widespread due to the development of various games with a predetermined set of tools allowing to implement user’s scenario. At the same time, an interesting approach to gamification is the integration of approaches from the real environment into the virtual environment and following work with students not within a fixed predesigned scenario, but in dynamically changing circumstances. It is possible to implement such a combined approach with the help of Minecraft game.

Minecraft world creation (