Virtual Worlds in Teaching Archaeology
โถSummary
The CP aims at (1) establishing virtual worlds as OER by sharing, standardising, and making available 3D datasets and VR environments; (2) developing learning scenarios for integrating virtual wor...
โถObjectives
The CP aims at (1) establishing virtual worlds as OER by sharing, standardising, and making available 3D datasets and VR environments; (2) developing learning scenarios for integrating virtual worlds into curricula of HEI; (3) testing and evaluating learning scenarios at different institutions to learn about pitfalls and benefits of teaching with and in virtual worlds; (4) communicating and disseminating the experience gained in the CP to foster the digital transformation of education at HEI.
โถActivities
To reach the objectives, the CP gathers, produces, and describes 3D datasets of archaeological objects and VR environments of archaeological sites for use in teaching and widely available online. Next, we will design, develop and test several seamless learning scenarios that use 3D and VR technologies to support the learning process of learners in and across contexts. For disseminating its products and results the CP will publish a scientific paper and organise an international conference.
โถImpact
(1) A collection of 3D datasets and VR environments openly available online ready for teaching at HEI; (2) seamless learning scenarios that support the learning process when using 3D and VR technologies; (3) Train the trainer manuals in four languages on how to apply the learning scenarios; (4) evaluation of testing the learning scenarios to understand benefits and pitfalls of teaching with virtual technologies; (5) scientific paper and conference proceedings as knowledge transfer.