CT : VR Curricula

CT : VR Curricula

Introduction

This document serves as an introduction to the comprehensive guide on the implementation and usability of Virtual Reality (VR) and Augmented Reality (AR) in education. The guide is part of the project “Creative Teaching for Virtual Reality – CT: VR,” which aims to implement virtual classrooms in adult education by training teachers, trainers, and educators. The project seeks to blend digital tools with traditional analog learning, creating an innovative and inclusive educational process.

The guide consists of five modules, each focusing on different aspects of VR/AR implementation in education. These modules aim to provide educators with a comprehensive understanding of the potential applications and benefits of VR/AR technologies within the context of the CT: VR project.

Throughout these modules, we will aim to unleash the potential of VR/AR in adult education and distance learning, through discovering how to integrate VR/AR into virtual classrooms, explore learning outcomes, requirements, and effective methodologies. Our aim is to empower educators with VR/AR tools for transformative teaching practices, while exploring the practical applications of VR/AR in skill development. In addition, we will embrace VR/AR integration in traditional and virtual classroom, with the final goal of unveiling the benefits, trends, and challenges of using VR/AR in education, to gain valuable recommendations and insights.

Thus, through this comprehensive guide, educators participating in the CT: VR project will gain valuable knowledge and practical guidance on incorporating VR/AR technologies into their teaching methodologies. By blending digital tools with traditional analog learning, the project aims to create engaging and impactful virtual classrooms, fostering an innovative and inclusive educational experience.

Course Content

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Course Includes

  • 5 Modules
  • 23 Topics
  • 5 Quizzes