Duration of the project: 01/09/2018 - 28/02/2021
The main goals of the project:
In today’s digital world, teachers are struggling in finding new ways to engage students. When home technologies such as mobile phones, tablets and games consoles are highly advanced, widely available and hugely popular with young children, finding educational engagement with technology in the classroom can be even harder, especially if the technology deployed there is less engaging than that of technology children use at home. Currently, the use of ICT in teaching and learning activities in EU is low, with only about 50% of students being taught by teachers, who use ICT in at least 25% of their lessons.
Virtual Reality can become an innovation and an added value in school education, can deliver experiences and interactions for students that are either not practical or not possible in the ‘real world’, provides an unparalleled way to immerse and captivate students of all ages. Virtual Reality can become a teaching methodology which helps students feel immersed in an experience, gripping their imagination and stimulating thought in ways not possible with traditional books, pictures or videos, and facilitates a far higher level of knowledge retention. Enhancing and extending the learning experience is at the heart of what Virtual Reality can offer students, and is possibly one of the most powerful of all technologies that could help change how we learn forever.
Virtual Reality teaching methodology in schools bring a huge impact for different sectors of teachers and students, and we can even more think of how much impact and benefits can bring to the students with lower opportunities, from disadvantages areas/schools, with disabilities, in dropout situations or with poor school performance.
Introducing a new concept in educational technology: Virtual and Augmented Reality, the VR@School project creates a complete different classroom. VR@School is a ground-breaking project offering a student-teacher friendly interface, practical resources and guidelines, embedded educational resources and simple-to-use VR lessons designed to help raise engagement and increase knowledge retention for students.
The main target groups:
To accomplish the project goals the partners will undertake the following objectives: