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Case study 04 · Curriculum design · Post-secondary

Immersive Storytelling Curriculum

From first headset to finished story.

A tester playing a virtual immersive experience beside a computer displaying the experience
01

Learner

Roughly 40 post-secondary students per term with no prior immersive-media background.

02

Challenge

Teach students to plan, produce, and critique AR, VR, and 360° video stories about their own communities.

The design response

Decisions before deliverables.

Format followed the learning need, not the other way around.

  1. 01Scaffold the curriculum from concept through production.
  2. 02Use group projects to make collaboration part of the learning.
  3. 03Align rubrics directly to learning outcomes.
  4. 04Build in milestone feedback to catch quality issues early.
  5. 05Introduce AI-assisted workflows alongside explicit ethics discussion.

What Olivier built

Design carried through production.

Designed and taught: Intro to Design, Layout and Immersive Storytelling
Designed and taught: Intro to Animation with Social Media Integration
Assignments, assessments, and outcome-aligned rubrics
Lecture presentations and seminar discussions on emerging media
Hands-on training in immersive software and hardware
Guided group AR, VR, and 360° journalism projects
A 3D-rendered scene of a wooden desk holding a red record turntable, a vinyl record, an album sleeve, and a row of upright album cases, with the words “Press here!” in front of them

Outcome

Students shipped community-focused immersive journalism projects while developing technical skill, collaboration habits, and critical awareness of emerging tools.

Next case study

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