Project results
CT:VR aims to create revolutionary and innovative curricula by implementing VR classrooms in the adult educational process.
Research of VR tools and methodologies in adult education
An in-depth research of comprehensive materials, tools and best practices from the field of virtual and/or augmented reality in education. The research will lead to an overall report, based on National reports issued by the project partners, in order to present VR/AR tools and innovative methods that can be applied in adult education.
CT : VR Curricula
The CT:VR Curricula will be digitally published, and it will consist of a list of procedures and methodologies regarding VR implementation on 3 levels: organizational, teacher/mentor, participant. It will act as a guideline on possibilities of different implementations and as a tutorial for future use by organizations or teachers. Creative distant learning education methods will be put into action, such as storytelling, script writing and artistic approaches, thus improving teachers and educators’ digital skills. Teachers will also acquire skills on creating new teaching modules.
CT : VR Guidelines with video tutorials
Project partners will collect and evaluate good practice examples of VR/AR implementation on all levels of educational organizations, with a focus on adult education. A research will be conducted on good practices, gathering knowledge and information from organizations and websites that are already using VR as part of their educational Curricula. The results of the research will be published on the CT:VR platform. The Guidelines will serve as learning material at first, encouraging the involvement of educational organizations, by offering an overview of VR/AR advantages. The CT : VR platform, which will include guidelines with videos, links, pictures, and other interactive material, will be offered as open-source to interested stakeholders.