As digital innovation proliferates, is vital for school teachers to embrace new technologies and integrate them into their profession. At the same time, using new technologies in the classroom can open the door to a new world of possibilities in terms of catching student attention.
Through shared discussion and practice with the technologies and their devices, course participants will discover the power of virtual and augmented reality for education.
The course will familiarize school teachers with these two technologies, discuss their pros and cons, and show how to apply them within an educational environment.
Virtual reality refers to a simulated experience that employs 3D near-eye displays to give the user an immersive feel of a virtual world. It has been commonly used amongst youngsters to play video games but its adaptability to teaching and learning is endless.
Augmented reality is an interactive experience that combines the real world and computer-generated content (e.g., the projection of artificial stimuli on a mobile screen while using it as a camera). Significantly, it allows all kinds of activities that would need traveling otherwise and that can translate into time and money savings.
During the course, participants will try out these two technologies and experience the potential they have to offer. By the end of the course, attendees will realize the full potential of VR and AR, and know how to translate it into school activities for the greater engagement of students and teachers.
Suggested computer proficiency: Intermediate
The course will help the participants to:
- Understand what VR and AR are;
- Understand how to introduce VR and AR in the learning process;
- Create lessons and content based on the possibilities offered by AR and VR;
- Assess risks and needs related to the use of these technologies;
- Identify the best tools to provide the best teaching/learning experience.
Day 1 – Virtual (VR) and augmented reality (AR): an introduction
- Introduction to the course, the school, and the external week activities;
- Icebreaker activities;
- Presentations of the participants’ schools;
- Virtual (VR) and augmented reality (AR)
- How to apply VR and AR in the classroom;
- Difficulties and advantages of VR and AR in education.
Day 2 – Augmented reality in the classroom
- Discovering the potential of augmented reality within the classroom;
- Exploring the opportunities to engage with students with this technology;
- Discussing the outcome of such technology in the learning process;
- Afternoon excursion to compare AR and reality.
Day 3 – Virtual reality in the classroom with professional educational content
- Experiencing the technology through a lab practice with a VR headset and the applied educational content designed by partner companies;
- Understanding how VR is created and works;
- Discussing the potential of this technology in the classroom.
Day 4 – Building and learning new skills
- Discussion and reflection over the two lab practice days;
- Identifying the key skills enhanced with AR/VR;
- Understanding the SAMR model to support teaching and learning.
Day 5 – Application of these technologies to your schools
- Writing a classroom plan on how to use one or both technology in your school and/or in your subject;
- Discovering what elements are already available in your area to use these technologies;
- Presenting the results of the research of the day.
Day 6 – Course closure and cultural activities
- Course evaluation: round-up of acquired competencies, feedback, and discussion.
- Awarding of the course Certificate of Attendance.
- Excursion and other external cultural activities.