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Prilog 2 – prezentiranje projekta VR4STEM

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Prilog 2 – prezentiranje projekta VR4STEM

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3D Virtual Worlds Technologies in Education 3D Virtual Worlds Technologies in Education
Projects: VR4STEM, WOP
University Politehnicaof Bucharest
November 22, 2017 Bucharest, ROMANIA

3D Virtual Worlds Technologies in Education 3D Virtual Worlds Technologies in Education
Projects: VR4STEM, WOP
University Politehnicaof Bucharest
November 22, 2017 Bucharest, ROMANIA

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Prilog 2 – prezentiranje projekta VR4STEM

  1. 1. Strategic Partnerships Plus TC and contact seminar Innovation in education 3D Virtual Worlds Technologies in Education3D Virtual Worlds Technologies in Education Projects: VR4STEM, WOP University Politehnica of Bucharest November 22, 2017 Bucharest, ROMANIA
  2. 2. Project: VR4STEM Virtual Reality for STEM Entrepreneurship Training 2015-3-RO01-KA205-022949
  3. 3. What is STEM? Science Science Technology EngineeringEngineering Math STEM is the root of innovation
  4. 4. 4 What is VR4STEM? European Project Program ERASMUS+ Key Action 1 (Mobility) Key Action 2 (Cooperation) Key Action 3 (Policy)
  5. 5. 5 Key Action 2 Cooperation for Innovation and Exchange of Good Practices • Cooperation among institutions for improvement of provided education and sharing of innovative practices. • Financing of institutions of different countries for cooperation towards this direction. • Financed projects focus on the development and• Financed projects focus on the development and transfer of innovative practices to the education of young people among countries. • It covers the levels of higher, vocational and secondary education, adult education and education of young people.
  6. 6. 6 VR4STEM PROJECT Assist young people gain entrepreneurship skills in STEM fields (Science, Technology, Engineering and Mathematics) and related ICT industry. General target: Project Start: February 2016 Project End: January 2018 Mathematics) and related ICT industry. Specific targets: • Attract young people to STEM fields • Assist young people gain entrepreneurship skills • Use of attractive technologies for teaching • Creation of effective educational activities
  7. 7. 7 Project Partnership
  8. 8. 9 What is a Virtual World? • Wikipedia:  computer-based simulated environment  may be populated by many users  each user can create its own avatar  users can simultaneously and users can simultaneously and independently explore the virtual world  users participate in its activities and communicate with each other An avatar is a graphical (humanoid) representation of a user.
  9. 9. Why virtual reality ?  The virtual reality is being more and more used in the education, allowing the student to find out, to explore and to build his own knowledge.  The constant evolution of the technology is taking the The constant evolution of the technology is taking the education to use new ways, much more attractive to the students, making possible the use of new tools, leading to an evolution of the teaching process.  Virtual Reality takes an important place in this evolution.
  10. 10. Designing a virtual world is a challenging task that opens almost endless possibilities for developers. Within the technological framework, a designer with a creative imagination can do anything in the virtual world. What is the main reason the users are attracted to these virtual places? There are three critical attributes of effectively designed virtual worlds shaped by the experience of many designers, developers, researchers and users:  Thematic design of space  Promotion of presence  Awareness of the unique qualities of human behavior in online social environments
  11. 11. Why virtual worlds ? Virtual worlds are becoming a major technology for teaching, learning, research and collaboration. Logically, the course creators/teachers/instructors should: • define the pedagogical outcomes and select the appropriate pedagogical approaches • emphasize the learning content using the best of the 3D• emphasize the learning content using the best of the 3D technology • stimulate the students’ interactions and support the learning communities • adapt the learning environments so that the pedagogical outcomes can be achieved • analyze the process to discover those design principles that work best and can benefit future development projects
  12. 12.  The easiness of acquiring knowledge, skills or cognition while playing increases interest in using this kind of learning approach for people.  The opportunities are that the students can both learn Why virtual worlds ?  The opportunities are that the students can both learn and have fun while playing specially designed games, while it is also a good way to relax, with many productive results.
  13. 13. 14 How can we construct a Virtual World? • You should  choose a software tool for creating a VW environment (e.g. Second Life, OpenSimulator, CyWorld, ActiveWorlds)  make a structure of your world (specify make a structure of your world (specify the number and the location of “islands” or “regions”)  format the external view of islands  create appropriate “objects” in the VW
  14. 14. 15 What objects does an educational Virtual World contain? • Educational VW objects  Auditoriums  Meeting rooms  Libraries  Media rooms Media rooms  Displays  Laboratories  3D objects related to the educational topics  3D simulations of processes or machine functions
  15. 15. 16 3D Virtual World (Auditorium)
  16. 16. 17 3D Virtual World (Displays)
  17. 17. 18 3D Virtual World (3D Objects)
  18. 18. 19 What other learning materials could be used? • Learning materials  Text-based graphical presentations  Advanced 2D simulations  Online tests
  19. 19. Formal, non-formal and informal learning in VW Formal learning is typically provided by a training institution, in a structured form (in terms of learning objectives, learning time or learning support) and it is leading to a certification. Non-formal education and training: education and training which takes place outside the formal system, either on a regular or intermittent basis. Informal learning: learning resulting from daily life activities related to work, family or leisure. Informal learning is part of non- formal learning. The new challenge is learning inside a virtual environment. This is already possible due to the work of many programmers and Internet Communities who develop such Virtual Worlds. Now it’s possible to attend virtual lectures, discussions, exams or online interactive laboratories using 3D experiences.
  20. 20. 21 • Self-learning: no teacher, no guidance (informal learning) • Class-based synchronous learning: virtual class, distance learning, teacher-avatar directs learning process in real time. What learning strategies can we implement? learning process in real time.
  21. 21. 22 • Class-based asynchronous learning: virtual class, distance learning, instruction-based learning (a student-centered approach that emphasizes the importance of peer-to-peer interactions) This approach combines self-study with asynchronous What learning strategies can we implement? approach combines self-study with asynchronous interactions to promote learning. • Blended learning: real class, activities in the 3D VW are used during teaching.
  22. 22. 23 VR4STEM Means to achieve targets: • Creation of electronic courses • Creation of “open educational resources” in many languagesmany languages • Use of virtual reality technologies (3D Worlds) • Design of suitable educational scenarios • Use of gamification techniques
  23. 23. 24 VR4STEM Expected results:  Improvement of provided education in STEM domain  The students obtain adequate entrepreneurshipThe students obtain adequate entrepreneurship skills  Use of “open educational resources” at least at European level  Activate young people in the STEM domain to increase innovation  Contribute to address unemployment issues
  24. 24. 25 VR4STEM Outputs of the project: Ο1: Technical Reports on current educational and technological status O2: STEM Entrepreneurship Curriculum DesignO2: STEM Entrepreneurship Curriculum Design Ο3: Open Learning Resources (presentations, interactive multimedia, 3D objects). Ο5: 3D Virtual World Ο6: User Guide Ο7: Piloting-Evaluation
  25. 25. 26 Teaching topics  Innovation and Start-ups  Team work  ICT and Entrepreneurship (3D Printing, Mobile Programming, Data Mining)  Modern Technologies and Entrepreneurship Modern Technologies and Entrepreneurship  Unmanned Aerial Vehicles  The world of lasers  Robots world
  26. 26. 27 3D World View
  27. 27. 28 3D World Object (Drone)
  28. 28. 29 www.vr4stem.ro Project Web Site
  29. 29. Project: WORLD OF PHYSICS An innovative virtual reality educationalAn innovative virtual reality educational environment for school physics education 2016-1-CY01-KA2O1-017371
  30. 30. 31 Project: WORLD OF PHYSICS Assist students in studying physics domain by using innovative technologies like virtual reality. General objective: Project Start: October 2016 Project End: September 2018 Specific objectives: • Offer students an attractive, entertaining and efficient way to learn about various topics of Physics • Use of attractive technologies for teaching Physics • Modernize and enhance the performance and effectiveness of school physics education
  31. 31. 32 Partnership
  32. 32. 33 Means to achieve objectives:  Development of a 3D virtual reality educational environment  Use of virtual reality technologies (3D Worlds)  Create virtual physics laboratories Project: WORLD OF PHYSICS  Create virtual physics laboratories  Development of innovative educational approaches and training activities  Creation of “open educational resources” in many languages
  33. 33. 34 Expected results:  Improvement of physics education  Increase students interest in Physics  The students get a better understanding of basic physics concepts and processes Project: WORLD OF PHYSICS concepts and processes  Use of “open educational resources” at European level
  34. 34. 35 Outputs of the project: • Ο1: Reports on Physics Education in Schools around Europe and the state of the art in 3D Virtual Worlds  Physics Education in Secondary Education Schools around Europe  Applications of ICT in Physics Education  State of the Art in Virtual Reality and 3D Worlds Project: WORLD OF PHYSICS  State of the Art in Virtual Reality and 3D Worlds  Gamification and Learning Opportunities in Virtual Worlds • O2: Virtual 3D World for Teaching Physics  3D World environment (3 regions: mechanics, properties of matter, electricity and magnetism)  Trainers Handbook  Piloting Report • Ο3: Open Learning Resources for Trainers  Web-based repository (CMS)
  35. 35. 36 Project website: WORLD OF PHYSICS worldofphysics.etcenter.eu
  36. 36. Thank you forfor your attention!

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