TeachinVR is a project about VET innovation through Immersive Virtual Reality Technology, aiming to address the challenges posted by the COVID-19 pandemic which have severely disrupted the education sectors worldwide by banning -almost completely- face to face training or posing limitations and restrictions in its delivery. Although attempts are being made to transfer the teaching / learning process onto digital platforms these have failed to recreate an interactive, engaging, efficient and productive learning environment and sustain a viable learning process. The project aims to address the above challenges by assisting all members of the Vocational Education & Training Community to acquire digital competencies and enhance the digital education readiness of the sector in light of recent developments by employing Virtual Reality technology. The project addresses primarily VET teachers / instructors / providers and secondarily VET learners. The project delivers an innovative, immersive, VR training / learning methodology, a comprehensive manual for the design, implementation, evaluation of VR training / learning in the VET sector and beyond, a complete immersive VR course as the practical demonstration and application of the methodology & manual, and a short roadmap for using VR in teaching / learning presented as a Guide. It is expected that a total of 50 members of the target groups will be directly involved in the production and delivery of IOs, while an additional 130-150 will be addressed through the multiplier events. Participants are expected to gain awareness and familiarity with the developing VR technology, acquire knowledge regarding its use and applicability, gain the digital skills required to design, produce, deliver and implement the VR teaching / learning experience, and enhance the overall digital education readiness of the sector by offering new outlets, concrete paths, and the know-how for people to make use of them. The project is expected to create a cascade impact effect by encouraging participants involved in it to share their experience, to discuss their insights, and date to explore the options offered by VR for their own VET learning / teaching activities. The partnership foresees longer term benefits beyond the immediate VET beneficiaries, and would like to particularly highlight the use of the project deliverables for disadvantaged groups such as people facing physical disabilities and mobility challenges, residents of remote areas, incarcerated populations, and similar groups that can benefit substantially from the VR methodology, manual, course and guide in order to address their teaching /learning needs.
The project aimed to increase awareness and knowledge regarding Vocational Education & Training (VET) services throughout Europe and how they had been during the pandemic and similar circumstances. It also aimed to increase cooperation, exchange of best practices, and knowledge of measures, processes, and tools to address the changing VET environment. The project hoped to shift attitudes towards a more participatory, inclusive, and engaging means of learning services that would affect all target groups. Furthermore an increase in awareness of VET challenges, innovative digital tools & solutions suitable for VET services, innovative, empowering training & learning methodologies for VET target groups, and substantial engagement of VET target groups using VR. Additionally, the project aimed to create feelings of empowerment, preparedness, support, and engagement for VET target groups, and motivation towards further action in the VET field that could contribute to overcoming similar situations as well. Ultimately, the project aimed to increase awareness, interest, and engagement of the general population for the VR training/learning tools that were available or being developed to help reshape training and learning for years to come.
We applied for the TeachINVR because of the challenges posed by the COVID-19 pandemic. As we all began to explore online means of staying connected, there were many challenges to overcome, including using new software and equipment, as well as building human connections in a virtual space. We identified a particular need in the VET sector, which was greatly impacted. Traditional methods of delivering training and workshops were no longer feasible, and engagement with virtual content was decreasing. To address these challenges, we proposed an innovative solution using Virtual Reality (VR) technology to create shared virtual spaces for learning and collaboration. However, we found that many educators, institutions, and stakeholders were reluctant to embrace this new technology due to concerns and worries about its effectiveness and safety. The teachinVR project was created to address these concerns and provide the necessary tools and support for educators to safely engage in virtual reality learning experiences. Our goal was to empower educators to embrace VR technology and incorporate it into their teaching practices, thereby improving digital skills, boosting knowledge, and enhancing connections with students.