Vol3DEdu: Volograms' Integration in Education
Open Access
Article
Conference Proceedings
Authors: Eleni Mangina, Hrishikesh Mulay, Konstantinos Amplianitis, Jan Ondřej, Rafael Pagés, Charalambos Vrasidas, Eftychia Xerou, Filippos Tzortzoglou, Alivizos Sofos
Abstract: Despite the promises and obvious advantages to distance learning, there are concerns that need to be resolved. Not all students are suited for this type of learning with lack of interaction in real space. Also, teachers have expressed major concerns in terms of their passive role in the educational content delivery and their digital skills readiness. Modern technology like smart boards and student iPads have become the norm in the typical classroom. From ensuring a student’s full participation to greater ease in grading exams, many educators’ jobs have become easier through these technologies. However, the tools we’ve seen are just the tip of the iceberg for Generation Z students. This paper presents an effort to support the teachers and students (tomorrow’s educators) towards immersive learning, to inform them about the technological state of the art and the most promising learning app (Volu) for 3D Volumetric assets and to embed these within their educational practices. Vol3DEdu project aims to support teachers towards the incorporation of XR assets in their lesson plans and storytelling. Extended Reality (XR) can be a powerful educational tool as it enables students to experience a learning environment combining real-life physical and virtual objects. This combination not only augments what is possible with physical learning material alone but also makes use of the real world as a frame of reference for digital content. Nonetheless, creating an XR lesson requires specific digital skills and expertise that can be very challenging for many educators who have no or little relevant background. This paper will provide a description of the Vol3DEdu project and the evaluation from the initial feedback from the EU teachers involved.
Keywords: Distance Learning, 3D Volumetric assets, eXtended reality (XR), XR educational systems
DOI: 10.54941/ahfe1004539
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