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Virtual reality mainstreaming and innovating in vocational education and training

Funder: European CommissionProject code: 2020-1-FI01-KA226-VET-092757
Funded under: ERASMUS+ | Cooperation for innovation and the exchange of good practices | Partnerships for Digital Education Readiness Funder Contribution: 193,278 EUR

Virtual reality mainstreaming and innovating in vocational education and training

Description

When it comes to new innovations and educational technology, virtual reality (VR) is a rather new innovation for vocational education and training. So far just a handful of innovative teachers are experimenting it's use, seeing the potential of VR as the new renaissance. VR has potential to a wide range of students, such as students with special needs. VR will also have a major impact on the collaborative relationships between companies and educational institutions, also at a broader international level. VR has an unlimited capacity of virtual classrooms, the ability to share multiple experiences in 'real life' -kind of simulation. VR facilitates access to school for students living in remote communities, and allows students to choose topics based on interest and specialize in the areas in which they excel. VR in education can replace textbooks with interactive educational experiences. For materials such as math, crafts, and the general ability to communicate, this medium could prove to be much more suitable than printed books or even today's audio-video materials. Many possibilities are yet to be explored, and this is where the project steps in! The objective of this project is to use VR -environments Altspace and GLUE to create international meeting points and places to teach, learn, co-create and share with peers, colleagues, teachers, students, experts, visitors, companies. VR will not only enhance digitalization strategies of the partners, but internationalization and networking as well.The main target group are teachers in vocational education and training, especially math teachers, language/communication teachers, and teachers in electricity, for whom pedagogical models with will be developed and piloted. Another target group are students, who will be taught in motivating, exciting and fun VR -learning environments and -communities. A third target group are VET-teachers in urgent need of solutions for online and blended learning, the need brought upon us all by covid. Partners will present a set of minimum 10 best practices of online and blended learning -solutions. Presentations will be held in scheduled VR-events, and participants are supported by FIRST STEP -tutorials to enter into VR. On top of this, supporting partners and companies are invited to hold expert lectures on recent VR-developments, and partners are invited to share their VR-experiences from other sectors outside the project’s scope - such as automobile, forestry, or social and health care. These examples will provide more examples on the use of VR in teaching and learning.Finally, new energy, new ideas, new company co-operation, new ways of finding solutions, new partner and teacher networks, possibly new trainee places for students, more in-house internationalisation, and what else more will be the untangible results of this project. All of it will be presented via a website and social media channels, as well as in MURROS-event by Keuda, and in EfVET -conference, as well as via several professional networks - so please do follow us and get inspired!

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