The VRinHE VR/AR training package offers 7 informative modules for academics and learning designers.
Lesson plans and training materials are available for each module.
Training Package Modules
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INTRODUCTION
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Module 1
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Module 2
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Module 3
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Module 4
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Module 5
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Module 6
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Module 7
Do you want to teach about VR, AR, their differences and how to use them in Higher Education settings?
Then the VRinHE Traning Package is for you. Go through the 7 modules and find lesson plans and training material that you can use with your students.
MODULE OVERVIEW
Module 1: Introduction to AR; terminology, types, devices, applications in HE education
Module 2: ARTutor & Halo AR app
Module 3: Introduction to VR; terminology, types, devices, applications in HE education
Module 4: Introduction to VR
Module 5: Hands-on on VR devices, Virtual Reality Learning Environments, and Scenarios (VRChat)
Module 6: Online collaboration tools in Virtual Reality: The case of Mozilla Hubs
Module 7: Methodology for implementing VR/AR technologies – step by step
Module 1: Introduction to AR; terminology, types, devices, applications in HE education
This module serves as an introduction to the topic of augmented reality (AR). It will be used to familiarize the trainees with the different aspects of the technology, including the relevant terminology, different types of augmented reality, as well as the various devices, which support and are used to display AR content. The final part of the module will be dedicated to the possible applications of the technology in a higher education setting as part of the curriculum, aiding the teaching and learning process.
Spread throughout the module are various activities, which the trainees can perform by themselves or in groups, which will help them solidify their knowledge on the subject and engage in discussions on possible methods and scenarios for implementing augmented reality in higher education.
This is a theoretical module and it will play the role of the first stepping stone towards achieving an initial understanding of the topic of AR, which will then be further developed in the next modules of the training.
Module 2: ARTutor & Halo AR app
ARTutor is available free of cost to all the educators and the students arround the globe, in order to help them to develop technology enhanced educational material and improve the educational performances and experiences.
ARTutor, aims to “Immersive Education for All” vision, in accordance to the UNESCO initiative “Education for All”, trying to remove socioeconomic or cultural barriers which prohibit the access to high end educational technologies and to the technology enchased learning in general.
Module 3: Introduction to VR; terminology, types, devices, applications in HE education
This module serves as an introduction to Virtual Reality (VR). The trainees will become familiar with the terminology and key aspects of this term and the different types and equipment needed to support the use of VR in Higher Education. Finally, potential challenges, applications in a higher education setting and best practices will be examined.
Module 4: Introduction to VR
This module explores the use of Virtual and Augmented Reality (VR and AR) in education, delving into their transformative role in learning. It covers topics such as the levels of virtuality, VR technology research, learning theories, and cognitive processes. Additionally, it addresses the potential benefits and limitations of VR and AR in educational settings, featuring case studies and research examples from experts at the Faculty of Education, Psychology, and Art at the University of Latvia. The module concludes by emphasizing the integration of pedagogical and usability principles for creating effective VR learning environments, highlighting current research findings and future possibilities in this field.
Module 5: Hands-on on VR devices, Virtual Reality Learning Environments, and Scenarios (VRChat)
VRChat is a powerful Social Virtual Reality platform which allows the design and development of persistent, shared by remote users, virtual worlds. VRChat supports real-time communication between individuals, controlling high-fidelity avatars. The social aspects of VRChat along with the availability of a programming interface for custom worlds creations provides a fruitful opportunity for the design and development of Virtual Reality Learning Environments. The goal of this module is to introduce trainees to the features and affordances of VRChat while allowing them to visit worlds serving as virtual reality learning environments.
Module 6: Online collaboration tools in Virtual Reality: The case of Mozilla Hubs
Mozilla Hubs is a social virtual reality platform designed to support individuals towards easily creating virtual worlds infused with multimedia content. Mozilla Hubs supports real-time communication inside virtual worlds, which can be visited by remote individuals simultaneously, and it is an ideal starting point for educators looking to create powerful virtual reality learning environments with little or no technical knowledge.
Module 7: Methodology for implementing VR/AR technologies – step by step
This module has been designed to provide participants with the knowledge and skills required to understand the potential and methodology for implementing virtual reality (VR) and augmented reality (AR) technologies in higher education contexts. Its rationale is rooted in the project's aims to improve the quality of higher education and foster digital skills among university staff and learners. Integrating VR and AR technologies in higher education curricula offers innovative methods and approaches to teaching and learning, which can enhance student participation and engagement. The module is structured around a series of engaging activities that allow participants to learn about the benefits and challenges of integrating VR and AR and develop strategies for successful implementation. The active learning approach of the module includes a brainstorming session, theoretical learning, collaborative ideation, assessment through a quiz, and reflection through discussions in pairs. These activities cater to different types of learners and offer a constructivist approach to learning, allowing participants to shape their knowledge and competencies and integrate them into their work. This module also fosters situated learning by encouraging collaboration and knowledge-sharing among participants. Through these activities, participants will gain a comprehensive understanding of the potential benefits of integrating VR and AR technologies in higher education and be better equipped to implement these technologies in their respective teaching and learning contexts.