The purpose of this work package is to initiate the development and implementation of methods for using virtual reality technology in education. As a natural part of the implementation, further development of the already established XR-lab spaces will also be carried out, with the aim of providing teachers and students with a useful interactive learning environment to operate in.
Work Package Goals:
- Implementation of virtual learning environments and tools based on needs identified in collaboration with reference and working groups.
- Development of method models that create favorable conditions for teachers to use virtual reality techniques in teaching.
- Planning and development of a service function, along with supporting resources and instructional and training packages, to assist teachers in the use of virtual reality technology.
- Further development of the existing XR-lab in Turku based on needs identified in the work package.
What is XR?
XR stands for ”Extended Reality” and is a comprehensive term used to describe technologies that combine the physical world with the digital world. XR includes virtual reality (VR), augmented reality (AR), and mixed reality (MR). Virtual reality technologies create a unified experience by interacting between digital and real elements.
Here is a brief description of what Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR) really are:
- Virtual Reality (VR): The user is placed in a completely digital environment, which they interact with through a VR headset. There is a variety of virtual environments tailored for different purposes, such as simulations of real places, educational environments, therapeutic environments, and more.
- Augmented Reality (AR): Adds digital elements to the real world by overlaying them on the user’s field of view. The user sees the actual environment but with the addition of computer-generated information that can enhance or complement the physical reality. AR overlays virtual elements into the real world by superimposing them with computer-generated information.
- Mixed Reality (MR): Combines both digital and physical elements by allowing digital objects to interact with the real world and vice versa. MR creates a blended experience where the user can engage with both the physical and digital environment simultaneously. MR mixes digital and physical elements by allowing digital objects to interact with the real world and vice versa. MR creates a blended experience where the user can interact with the physical and digital environment simultaneously.
What is the XR-Lab?
The XR-Lab is a physical space where teachers and students can familiarize themselves with XR technologies and various virtual environments. The XR-Lab is intended to serve as a natural space for the following purposes:
- Education and Research: The XR-Lab should function as a modern and adaptable space where teachers, researchers, and students can use XR technologies to simulate various scenarios, including chemical and scientific experiments, historical events, communication skills, etc.
- Innovation and Collaboration: The XR-Lab should function as an innovation hub where researchers, teachers, and students can collaborate to create and explore new uses for XR technologies.
- Prototyping and Development: The XR-Lab can also be used as a natural space to create prototypes and develop new XR applications and experiences.
- Events and Exhibitions: Events and exhibitions can be organized in the XR-Lab to showcase new XR projects and technological advancements. The lab should be a natural place to share knowledge and experiences with digital technologies.
In summary, the XR-Lab should be a bookable space where staff and students can familiarize themselves with XR technologies and collaborate, experiment, and develop innovative solutions. At the same time, support and resource packages are also planned to support the use of virtual reality technologies and environments.
Why XR?
Extended Reality is still a relatively new didactic approach in education. XR creates a more engaging and interactive learning environment by allowing students to experience and explore subjects in a more concrete and safe way.
With XR, students can not only experience and practice challenging situations and participate in realistic simulations of real-world scenarios, but these technologies can also play a significant role in promoting sustainability within education. By integrating XR-technology into teaching, we can reduce the need for physical resources, thereby contributing to a more environmentally friendly learning environment.
Creating virtual simulations and interactive representations for subjects such as sustainable development and environmental science allows students to gain a deeper understanding of complex sustainability concepts. These technologies also enable global collaboration and knowledge sharing without the need for extensive travel, reducing the overall environmental impact of educational activities.
In this way, XR can become not only powerful tools for learning and understanding of various subjects but also a resource-efficient and sustainable method to foster environmental awareness and sustainability within the education system. These technologies also enable global and virtual collaboration, where individuals from different locations can meet in virtual spaces to discuss and solve problems together, as well as access virtual learning materials regardless of physical location.
XR is intended to serve as a complement in education, rather than a replacement; the technology should function as a tool to enhance and enrich traditional teaching methods.
DUTAR WP3 Info
- Video #1: https://youtu.be/RFCSXEsq2Dc?si=JTYUOUD6Md2OUoe4 (6min)
- Video #2: https://youtu.be/qL2HAOw6eIw?si=LsWl3zwZCSYtwzVt (16min)
Do you want to participate in the reference group for WP3, or receive more information about XR?
Contact Tobias Andtfolk, IT Project Manager, tobias.andtfolk@abo.fi