Inclusive Virtual Reality Book
▶Summary
•to foster digital competencies and increase book reading rate by developing a book with 7 stories from the culture of disadvantaged people enriched with VR content •to facilitate cross-border le...
▶Objectives
•to foster digital competencies and increase book reading rate by developing a book with 7 stories from the culture of disadvantaged people enriched with VR content •to facilitate cross-border learning experiences •to ftilize ICT tools(VR, mobile apps) in education,digitize EU cultural heritage •to enhance understanding of 'inclusion,diversity, multilingualism ' •to raise awareness of environmental issues •to promote EU citizenship value •to reduce early school leaving
▶Activities
-A book with VR content covering 7 storiesabout the vital journey of a young refugee from his country of origin to EU will be developed. -There will be 1 staff tarining and 7 mobilities of students in which the iVRbook will be develoed, tested, implemented and promoted. The main target group will be students with fewer opportunuties and the educators of the participating schools. -The results of the project will be disseminated through 8 Multiplier events at each partner venue.
▶Impact
OER: -iVRbook (a book with virtual reality content including 7 stories) MOBILITIES: -Cross-border mobility of 147 students, 49 teachers and 7 software content developer -14 teachers attending VR training and software development tutorial -Onsite exhibitions and online presentations -Production of various creative activities DISSEMINATION: -8 Multiplier Events -Tutorials, Calendars, Exhibitions, Open public events -Workshops,survey -Website -ESEP