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VET VR ACADEMY

Funder: European CommissionProject code: 2021-1-FR01-KA220-VET-000025643
Funded under: ERASMUS+ | Partnerships for cooperation and exchanges of practices | Cooperation partnerships in vocational education and training Funder Contribution: 296,431 EUR

VET VR ACADEMY

Description

<< Background >>The Covid-19 crisis has had a huge impact on vocational education and training, as many professional sectors have had to close or slow down their activities due to the various blockages. One of the sectors most affected is the hotel and restaurant industry. As a result of all these closures, thousands of young trainees have not had the opportunity to complete their work placements. This project has sought to help provide a concrete response using e-learning methods and virtual reality, in particular thanks to the active participation of two training centres as formal partners. We also note that the Erasmus Plus programme is focusing more and more on mobility for VET projects. There is a growing interest in extending mobility opportunities to vocational and educational training. This requires preparation, particularly linguistic preparation, for which not all training centres are yet equipped, due to a lack of teachers and time. Finally, vocational training in this field is experiencing a recruitment crisis that reflects those of employers, with these professions losing their appeal.<< Objectives >>VET VR ACADEMY's objectives were in line with the United Nations' MDG 4: “Ensure access to quality education for all and promote lifelong learning”. UNESCO's Global Coalition for Education COVID-19 and Erasmus + promote innovation for VET.VET VR ACADEMY focused on hospitality training to equip teachers with innovative digital training tools.The use of ICT reduces the carbon footprint of face-to-face training while maintaining the essential contact with the customer during a course.The general objectives of the project were to - promote digital tools in VET and the digital transition- strengthen digital training capacities - increase the attractiveness of VET through innovative and flexible methods, and develop new ecological approaches via e-learning.The specific objectives were to - respond to the new learning needs in the hospitality industry following COVID-19- develop the pedagogical framework and digital tools for VET schools and trainers- offer new opportunities for practical learning and improve the intercultural and language skills of VET students<< Implementation >>The project has been divided into 2 main work packages: - WP1: Project management. PISTES was responsible for general project management activities, developing and sharing with the consortium all the documents, tools and methods needed to ensure an effective project monitoring strategy. Other activities included dissemination activities, internal evaluation and the creation and updating of the project website. Dissemination was coordinated by ESHOB and evaluation by Wisamar.- WP 2: Development of the project's teaching materialsThis module involved the design and creation of each output: PR1- TEACHING FRAMEWORK coordinated by Synthesis ; PR2- E-LEARNING PLATFORM coordinated by Pistes-Solidaires: Intergenerational cultural affinity spaces directed by Synthesis; PR3-VIRTUAL REALITY ENVIRONMENTS coordinated by LudusXR; PR4 - IMPACT STUDY coordinated by Wisamar.Each outcome leader was responsible for the direction and development of the outcome in collaboration with all the other partners. << Results >>The consortium developed 4 project outcomes through a cross-disciplinary approach that included management, development of educational content, its testing and communication around it. In concrete terms, this took the following form: - A pedagogical framework with 3 learning paths, available in EN, FR, ES, DE and GR: Interpersonal relations, Job-specific knowledge and Technical skills- 13 e-learning modules, available in EN, FR, ES, DE and GR and integrated into the learning paths mentioned above - 6 VR environments in EN, FR, ES, DE, DK and GR available free of charge on the Meta Quest platform, the market leader in virtual reality: Hygiene, Cleaning, Table Service, Mixology, Crêpes flambées and Accessibility (catering for people with special needs)- 1 website including the e-learning modules and other project outputs- 1 impact study and teaching guide based on the piloting experience

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