Integrazione di realtà aumentata per STEAM Education
▶Summary
- Stimulate interest in STEAM disciplines - Improve skills in STEAM disciplines - Introduce virtual and augmented reality, their applications and potential outcomes in a STEAM learning environment...
▶Objectives
- Stimulate interest in STEAM disciplines - Improve skills in STEAM disciplines - Introduce virtual and augmented reality, their applications and potential outcomes in a STEAM learning environment - Promote creativity, critical thinking, problem solving - Promote, through peer collaboration, an inclusive, multicultural attitude in order to overcome cultural and gender prejudices and stereotypes - Improve digital and language skills
▶Activities
In the first phase, the training and the detailed planning of activities will be carried out online. All other phases will take place in presence during the four meetings. Here, students will present their virtual products and participate with their teachers in training workshops; teachers will evaluate the effectiveness of the educational action. During the last meeting we will present the e-book that will collect all the teaching resources that have been created.
▶Impact
- Creation of an e-book that collects the teaching materials produced during the project on STEAM methodology and VR - Acquisition of skills in the construction of augmented and virtual reality experiences - Acquisition of advanced digital skills - Strengthening of the sense of belonging to the European community through the sharing of experiences, cultures and knowledge.