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We learn to apply augmented and virtual reality in our technology class.

Funder: European CommissionProject code: 2018-1-ES01-KA201-050550
Funded under: ERASMUS+ | Cooperation for innovation and the exchange of good practices | Strategic Partnerships for school education Funder Contribution: 175,857 EUR

We learn to apply augmented and virtual reality in our technology class.

Description

This project arises from the determination of innovating in the teaching-learning process in order to provide a better quality in this process and to be able to attend to the students’ diversity in a class with motivational activities. Its main goal has been to introduce the use of Virtual Reality and Augmented Reality in class through activities created by the Secondary Education students themselves and implemented in the Primary Education classes. In doing so it has been achieved the use of active learning methodologies, peer learning and cooperative work. This project aimed to contextualise the education in the reality that youngsters live outside the classroom – a society which is increasingly digital – and equip them with competences and skills which will ease their integration into the job market, such as decision-making, problem solving, creativity development, the ability to work within a team, personal motivation and the curiosity to carry on learning on their own. The main ambition of all the members in this project was to innovate in education and increase the students’ interest in STEM subjects. This has been achieved thanks to the suggested objectives for this project as well as the Inter-European dialogue created during it, and the collaborative and cooperative work of the students from all the schools, which have built some learning networks that have created high value peer learning, all of it with the technological support from AIJU.Regarding the number of participants which have been benefited from this project it is worth highlighting that, although the main audience were 12 to 14 year old students, it has spread into the rest of the Secondary Education students (16 and 17 years old), who have led the creation of activities. The sending participants were all the students from 6 to 12 years old, which corresponds to Primary Education.The activities carried out focus on different topics: Journey into the Space to a new planet; Create your own basic display for Virtual Reality; Visit my school in 360°; The carbon footprint and caring for the environment; Our city in 360°, cultural heritage; Learning Mathematics; Arts and Music; The water cycle; Reading encouraging and New missions in the planet.In each area, all the member schools needed to plan, create and implement at least two activities which develop any of the curricular contents using Virtual and Augmented Reality. Thus, an activity resource bank has been created which will accompany the main intellectual product of the project: an eLearning platform which collects all the necessary tools to know how to use the Augmented and Virtual Reality and how to apply it in our daily life in class.All the members have taken equal part in the implementation of the activities since some of these topics were general for everyone and all of them worked on the same topic during equal amount of time. Other topics however were responsibility of each member and they were the guiding thread of the students’ mobilities where the representatives of the schools attended: England did “Journey into the Space”; Slovenia, “The water cycle”; Finland, “The carbon footprint and caring for the environment” and Spain worked on “Promotion of reading”. This platform will let any teacher to apply these methodologies in class and it also includes a database of case studies which have been done and applied in all the member schools. Furthermore, it also includes a webpage containing all the information regarding the project.Other broader results that have been achieved are the academic improvement in the STEM subjects of all the students in general but especially of the low attainers. Also, the knowledge of the cultural heritage of all the participant members has been deepened and it has been gained a greater methodological and technological knowledge of the technologies involved in the project.Finally, we have been able to foster the feeling of the European citizenship, the social and civic competence, the creativity and the critical thinking. The effect of this project has exceeded all the expectations, which is enough reason for its long-term sustainability as all the results have been included in the schemes of work and lesson plans in order to carry on applying them in the coming years and making them available to any keen teacher.

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