Biosphere VR - Finland
▶Summary
By implementing the project our main goal was that STEM knowledge becomes more attractive and more utilized by the pupils in primary schools in Finland thanks to the implementation of the VR journ...
▶Objectives
By implementing the project our main goal was that STEM knowledge becomes more attractive and more utilized by the pupils in primary schools in Finland thanks to the implementation of the VR journey, a role-play-oriented educational game, and a European VR experience from Lapland. We recognised that the answer to the most urgent challenges of our times, which will become particularly burning for the younger generation, as climate change and loss of biodiversity, often lies in the development and use of STEM knowledge. By providing the VR journey, a reality-based educational set introducing the new media into the classroom and educational games to the pupils, we wanted the youth to get excited by turning to STEM as a resource they can reach to find solutions. Immersing into the VR universe, pupils will be able to get a more personal experience. Living in European cities we often do not realize the urgency of climate action since the challenges are mostly visible on the peripheries. By promoting digital tools and non-formal ways of education in school systems we wanted to open doors to a wider range of experiences for the youth that can have an effect on their motivation and curiosity in finding solutions through the STEM approach.
▶Activities
The project consisted of three main activities that we listed in the application: -Producing a VR experience from Lapland about a Sami girl who deals with climate challenges. -Developing, writing and testing educational material for the new version of Biosphere VR. The online programme includes learning material and VR experience and can be used in schools on the international web portal in English. Seminars & workshops as well. -Outreach to countries outside the partnership. Online from the XR campus at our partner, Jyväskylä University (JYU).
▶Impact
1. The VR experience from Lapland about a Sami girl who deals with the climate challenges produced through the project is titled THE WINTER OF CHANGE. VR differs from traditional film productions because it immerses the users in another reality. We produced a relatable VR experience that deals with the Finnish/Swedish Sami people and give us an insight into how the representatives of this indigenous group react to the concrete challenge of the changing climate. The movie itself, apart from its educational potential, became widely distributed. It is available online on several distribution platforms. 2. The educational material for the new version of Biosphere VR that relates to the VR experience was created by seven student teachers and two teacher educators at the Department of Jyväskylä University (JYU)at the University of Finland. This project result turned out to be a fascinating non-formal education experience for the students who participated in the first workshop. 3. Reaching international audiences at two conferences (in Norway and in Finland) relevant to project results distribution. Several schools have been contacted and informed about the project. Five schools from Cyprus entered a dialogue about the project results