#FinEduVR Virtual reality and learning projectapuustin
The document discusses the FinEduVR project which explores using virtual reality in education. It mentions using affordable VR goggles like Google Cardboard and hosting VR events for students like game jams. The project involves developing virtual learning environments and training teachers on VR tools. It also lists VR hardware released in 2016 like the HTC Vive and Microsoft Hololens as well as capturing 360-degree video with cameras for use in virtual environments.
#FinEduVR Virtual reality and learning projectapuustin
The document discusses the FinEduVR project which explores using virtual reality in education. It mentions using affordable VR goggles like Google Cardboard and hosting VR events for students like game jams. The project involves developing virtual learning environments and training teachers on VR tools. It also lists VR hardware released in 2016 like the HTC Vive and Microsoft Hololens as well as capturing 360-degree video with cameras for use in virtual environments.
The FinEduVR project aimed to (1) gain experiences using virtual reality, (2) create 360 VR content for educational use, and (3) apply VR in school subjects. The project tested various VR devices in 13 participating schools with 1351 students. Students provided feedback on their VR experiences and interests in content through surveys. Key findings included that VR helps learning by providing immersive experiences, it is best used with small groups and high quality audio/graphics, and can teach empathy and give new perspectives when applied to subjects like history, science, arts and geography.
Fin eduai introducing ai as an integral part of upper secondary school studiesapuustin
The document introduces the FinEduAI project which aims to integrate artificial intelligence into upper secondary education in Finland. The project will familiarize teachers and students with AI and its applications by collecting data to teach AI models. Key goals are to introduce AI as part of learning, assessment, and counseling. Four schools will participate in collecting data using devices like Amazon Alexas, smartphones, and health monitors. Partners include universities, tech companies, and other networks who will provide expertise, devices, and thesis opportunities for students. The project aims to establish AI as an integral part of education.
A Finnish high school has created a virtual reality school where students produce VR material and experiences. The school aims to incorporate VR into learning by having students create VR content. The summary provides contact information for coordinators Aaron Siljander, Tuomas Alanen, Aki Puustinen, Timo Ilomäki, and Jukka Sormunen, and provides the school's email and website.
This document outlines a virtual reality and learning project from 2015-2017 that aims to test the use of various virtual reality technologies like Samsung Gear VR, Oculus Rift, Google Cardboard, and Microsoft Hololens in educational settings. The project involves producing 360-degree video for teachers and students, testing VR tools in different high school subjects, having students act as producers and collaborators, and organizing VR game events and marketing initiatives for schools.
Mobiluck is a project between six Finnish upper secondary schools to develop the use of mobile technology in learning. The goals are to improve classroom and team learning, phenomenon-based learning, sports and technology, and flipped classroom models. Schools in the network communicate and collaborate and share resources using social media like Facebook, Twitter, YouTube, and Google Drive. The project has led schools to provide iPads for teachers, WiFi infrastructure, and app training. Looking ahead, the network aims to provide personal devices for students and explore virtual reality technologies in education.
The FinEduVR project aimed to (1) gain experiences using virtual reality, (2) create 360 VR content for educational use, and (3) apply VR in school subjects. The project tested various VR devices in 13 participating schools with 1351 students. Students provided feedback on their VR experiences and interests in content through surveys. Key findings included that VR helps learning by providing immersive experiences, it is best used with small groups and high quality audio/graphics, and can teach empathy and give new perspectives when applied to subjects like history, science, arts and geography.
Fin eduai introducing ai as an integral part of upper secondary school studiesapuustin
The document introduces the FinEduAI project which aims to integrate artificial intelligence into upper secondary education in Finland. The project will familiarize teachers and students with AI and its applications by collecting data to teach AI models. Key goals are to introduce AI as part of learning, assessment, and counseling. Four schools will participate in collecting data using devices like Amazon Alexas, smartphones, and health monitors. Partners include universities, tech companies, and other networks who will provide expertise, devices, and thesis opportunities for students. The project aims to establish AI as an integral part of education.
A Finnish high school has created a virtual reality school where students produce VR material and experiences. The school aims to incorporate VR into learning by having students create VR content. The summary provides contact information for coordinators Aaron Siljander, Tuomas Alanen, Aki Puustinen, Timo Ilomäki, and Jukka Sormunen, and provides the school's email and website.
This document outlines a virtual reality and learning project from 2015-2017 that aims to test the use of various virtual reality technologies like Samsung Gear VR, Oculus Rift, Google Cardboard, and Microsoft Hololens in educational settings. The project involves producing 360-degree video for teachers and students, testing VR tools in different high school subjects, having students act as producers and collaborators, and organizing VR game events and marketing initiatives for schools.
Mobiluck is a project between six Finnish upper secondary schools to develop the use of mobile technology in learning. The goals are to improve classroom and team learning, phenomenon-based learning, sports and technology, and flipped classroom models. Schools in the network communicate and collaborate and share resources using social media like Facebook, Twitter, YouTube, and Google Drive. The project has led schools to provide iPads for teachers, WiFi infrastructure, and app training. Looking ahead, the network aims to provide personal devices for students and explore virtual reality technologies in education.
2. Keräily ja pyyntikulttuuriKeräily ja pyyntikulttuuri
pienet ja liikkuvat ryhmät (25-50 h)pienet ja liikkuvat ryhmät (25-50 h)
elämä luonnon ehdoillaelämä luonnon ehdoilla
keräily metsästystä tärkeämpikeräily metsästystä tärkeämpi
naiset keräilivät 2-kertaisesti riistaannaiset keräilivät 2-kertaisesti riistaan
verrattunaverrattuna
metsästys onnen varassametsästys onnen varassa
3. ruokaa riittävästi ja monipuolisestiruokaa riittävästi ja monipuolisesti
hankkimiseen vain osa päivästä, loppuhankkimiseen vain osa päivästä, loppu
ajanviettoaajanviettoa
edellytyksenä hyvä luonnontuntemusedellytyksenä hyvä luonnontuntemus
4. Elämisen rajatElämisen rajat
klaaniyhteisötklaaniyhteisöt
perhe- ja sukusiteetperhe- ja sukusiteet
päällikkönä suvun vanhinpäällikkönä suvun vanhin
elinikä noin 25 velinikä noin 25 v
väentiheys 1 henk./ kmväentiheys 1 henk./ km22
ruuan ja väestön tasapainoruuan ja väestön tasapaino
alhainen elinikäalhainen elinikä
vanhojen ja sairaiden heitteillejättövanhojen ja sairaiden heitteillejättö
lapsenmurhatlapsenmurhat