VR/WE ARE - Modernizacija i unapređenje kvalitete nastavnog procesa primjenom tehnologija virtualne stvarnosti

Erasmus+ School EducationKA220-SCHID: 2022-1-HR01-KA220-SCH-000085807
EC Contribution
€120,000
Consortium Size
4 orgs
Start Year
2022
Summary

The goals were to introduce an interdisciplinary approach to teaching through the use of IT technology and 3D models that are created in computer science classes, based on the templates of teacher...

Objectives

The goals were to introduce an interdisciplinary approach to teaching through the use of IT technology and 3D models that are created in computer science classes, based on the templates of teachers of other subjects (geography, fine arts, English, biology, mathematics, later and others). We wanted to increase the quality of teaching due to the introduction of new methods and forms of work through an interdisciplinary approach and the application of VR technology. The goals were to increase the competences of teachers (they learned how to use VR technology and include interdisciplinarity in their teaching, which will encourage mutual cooperation among teachers) and to increase the competences of students (how to make virtual 3D models, use VR technology, i.e. the development of digital skill). The goal was to motivate students to participate more actively in classes, to strive for personal and professional development, to become motivated to learn, and in the case of the Portuguese partner organization, as a result, students leave school less often. There is also an emphasis on eliminating differences in access and use of digital technologies for underrepresented groups, i.e. students from rural and economically weaker areas.

Activities

We included the following activities in the project: teacher education on the use of VR technology in classes (switching on/off, how to access content, how to move through the selected 3d model, maintenance of VR glasses - how to store them, charge them, etc.); education of students on the use of VR glasses and 3d modeling (students learned about the user interface of tools, tools for manipulating 3D models, basic tools for modeling in 3D space, tools for creating and applying 2D textures, and the basics of 3D animation (rotation, translation, scaling)) ; creation of 3D models (a total of 19 models were created, of which 5 were determined by the project application and the other 10 were agreed upon by the partners at the beginning of the project, and each partner created one more model for added value to the project); creation of a manual on 3d modeling and the use of VR glasses; testing of created 3d models; development of the curriculum for the course on 3D modeling; analysis of project results; dissemination activities

Impact

The concrete results of the project are created virtual 3D models, a total of nineteen of them, a digital manual for creating 3D models and the use of VR glasses that partners and other related organizations can use in classes. The project resulted in a new curriculum for optional computer science classes on 3D modeling and the use of VR technology. The handbook and curriculum are published on the project page on the TwinSpace platform. As a result of the implemented project activities, the knowledge and competence of students and teachers increased. All students who directly participated in the project learned how to use VR glasses (switching on/off, how to access contents, how to move through the selected 3d model, maintenance of VR glasses - how to store them, charge them, etc.), all students got to know at least with the basics of 3D modeling, and students from all partner organizations who were previously involved in additional computer science classes or showed an interest in 3D modeling have mastered it at a level where they can be independent. All involved teachers learned to use the VR glasses in the manner described by the students.

Consortium (4)