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Immersive Technologies for Education

Funder: European CommissionProject code: 2020-1-DE01-KA203-005679
Funded under: ERASMUS+ | Cooperation for innovation and the exchange of good practices | Strategic Partnerships for higher education Funder Contribution: 437,150 EUR

Immersive Technologies for Education

Description

Context/backgroundImmersive technologies such as augmented and virtual reality or digital games expand the way humans can interact with computers significantly. These technologies also offer a wide range of possibilities for educational use. However, their uptake in education is so far very limited.Among the reasons for this is in the mono-disciplinary education in fields that would need to collaborate to deliver widely usable immersive educational solutions. Relevant fields comprise: game design, where immersive and interactive solutions are designed and developed; computer Science, where the technological foundations for immersive technologies and for scalable architectures for these are created; and teacher education, where future teachers are educated.Currently, these fields have only little connection to each other. The students in each field are educated separately and do not experience interdisciplinary collaboration. However, truly useful and widely usable immersive educational solutions can only be created by combining educational, technological, and design-oriented perspectives in order to conceptualise and develop good solutions.ObjectivesImTech4Ed aims at creating interdisciplinary and international collaboration among students, educators, and researchers from the participating disciplines in order to- Deliver creative and valuable prototypes for immersive educational solutions- Strengthen interdisciplinary thinking and approaches across students from various disciplines- Strengthen interdisciplinary and international cooperation- Evaluate prototypes in real teaching situations at connected schools- Establish a network of connected/interested partnersParticipantsThe ImTech4Ed consortium is coordinated by the Cologne Game Lab of TH Köln (CGL) where researchers, educators, and game design students contribute to design aspects of immersive solutions. The International Hellenic University contributes the computer science perspective with students, educators and researchers connected to the Advanced Educational Technologies and Mobile Applications Lab (AETMA). The Open University of Cyprus (OUC) and the European University of Cyprus (EUC) represent two different educational approaches towards teacher education as either distance university (OUC) or campus university (EUC). Both partners contribute students, educators and researchers into the project. Two schools from Greece (Ellinogermaniki Agogi, EA)and Cyprus (The English School, Nicosia, ES) contribute the practical educational perspective to the project and support conceptualisation and evaluation of prototypes through the involvement of teachers and school students. Finally, Humance AG (HUM) contributes to the project’s technical infrastructures (web site, repository, development infrastructure).ActivitiesFive intellectual outputs are delivered by the project: ImTech4Ed Methodological Guidelines (O1), Authorware Tools (O2), ImTech4Ed University student and in-service STEAM Teacher training program (O3), ImTech4Ed Immersive Game Prototypes (O4), ImTech4Ed STEAM Educational Scenarios (O5). These are supported through four learning, teaching, training activities, three of which contribute to the interdisciplinary education of students by organizing interdisciplinary hackathons (C1, C2, C4) and one contributes to educate teachers about the use of immersive educational solutions. Four multiplier events (three national, one international) are organised.MethodologyImTech4Ed builds upon interdisciplinary and international cooperation among different connected higher education institutions to create quick, student-driven, creative hackathons as initiator for immersive educational technologies to be prototyped and further developed in intellectual outputs. O2 and O4 as technological IOs collaborate closely with C1, C2, and C4 to deliver usable prototypes, which can be explored in educational practice. Short development cycles ensure the possibility to quickly react to feedback; the interdisciplinary collaboration ensures that relevant perspectives are considered.Results and impactImTech4Ed delivers methodological guidelines together with a set of immersive educational prototypes evaluated in educational practice. These are accompanied by supporting authoring tools, a teacher training program and concrete STEAM-oriented educational scenarios.The direct impact of ImTech4Ed is on participating students, pupils, teachers, educators, and researchers in broadening their view and understanding of interdisciplinary approaches and collaborative international work towards the creation of immersive educational technologies.Long-term benefitsThe long-term benefit goes beyond their mere outputs: interdisciplinary thinking towards the envisioning, design, and creation of immersive educational technologies aims at improving the way these technologies are created and brought into educational practice in a sustainable way.

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