Use of VR Technology in Vocational Education

Erasmus+ VETSmall-scale partnerships in vocational education and trainingID: 2021-2-TR01-KA210-VET-000048269
EC Contribution
€300
Consortium Size
3 orgs
Start Year
2021
Summary

By implementing the project, we aimed to allow students to experience and test all stages of vehicle painting through VR, reinforce their knowledge, and contribute to their learning.

Objectives

By implementing the project, we aimed to allow students to experience and test all stages of vehicle painting through VR, reinforce their knowledge, and contribute to their learning.

Activities

Within the project, we conducted activities such as Kick-Off Meeting, digital meetings, scenario meetings, and closing activities. We also developed a VR application and tested it with students in vocational schools.

Impact

In the initial phase, we conducted observations in contemporary workspaces to gain insights into the current painting processes. This observational research aimed to inform the development of our VR application. Subsequently, as part of the project implementation, we provided students with the opportunity to experience the painting stages through our VR application. This allowed us to not only observe but also assess the progress and development of the students in applying the acquired knowledge. The feedback received during these stages played a crucial role in refining and improving the VR application. Overall, the iterative process of observation, application development, and student engagement contributed to the success of the project by tailoring the VR experience to the specific needs and learning styles of the students.

Consortium (3)