Virtual Reality as an Educational tool in Archaeological University Departments

Type of document: Article / Publication

Country of origin: Greece

Issuing body/Authors: Maria Iatrou – Aristotle University of Thessaloniki

CT: VR FOCUS: Formal education, Adult education

Short description

The publication describes the introduction and implementation of Virtual Reality, as a part of the Archaeological Laboratories of the Aristotle University of Thessaloniki. In particular, a digital representation of the Sanctuary of Isis was developed, as part of the integration of digital and VR tools, in the educational programs that are implemented in the Dion archaeological park.

The Digital Representation of the Sanctuary of Isis in Dion Archaeological Park

Acknowledging and appreciating historical monuments is a fundamental aspect of education. However, the existing teaching and learning practices often discourage students and learners from deeply diving into the matter. They create discomfort and unwillingness, and as a result students are rarely excited when it comes to Cultural Heritage matters.

Virtual Reality is blooming, and that applies on education as well. However, representations of archeological monuments are now beginning to make their first steps. In that manner, the digital representation of the Sanctuary of Isis, constitutes an innovative initiative towards actively utilizing Virtual Reality, in Historical Education.

The 3D environment aims on a realistic representation of the Sanctuary of Isis, during the 2nd century A.D. and it is based on findings of archaeological research. The application was initially developed for the educational programs of Dios Archaeological Laboratories, without excluding school students using it as part of their curriculum.


The simulation of the monument was carried out via 3D graphics development software. The table Virtual Reality system, includes a powerful computer, an interaction controller, as well as a monitor. The interaction with the application happens with one person per session, while others are able to watch the progress onscreen. The way of the navigation, simulates the movement of an ancient visitor of the monument. The user can freely wander through the virtual space, enter the temples, choose a building or object, or choose one of the interactive monitors. The application comes with a User Manual.

Elements of innovation:

Virtual representation of an archeological monument, in which students can interact with the environment.


Target groups

  • Medical world to start with rehabilitation of patients