Integrating VR/AR into adult education: Online Curriculum

In an era where digital transformation defines the trajectory of educational evolution, the Erasmus+ CT:VR project (Creative Teaching through Virtual Reality) is about blending VR (Virtual Reality) and AR (Augmented Reality) with education with the aim to benefit those modern and remote education. Project stands as a testament to innovation and accessibility in learning, offering its curricula free of charge on (so learners and educators can benefit from an affordable VR/AR that explores further their potential.
The CT:VR project's Curriculum comes with a number of sections, each is sequentially structured to represent the work behind VR/AR implementation in the education process. The curriculum, beginning with the historic journey, where the main focus is the essence and the importance of the VR/AR in modern education and then goes to the practical usefulness and benefits, is balanced and intense. This is not only to inform but also to train such convertors to the VR/AR educational sphere as pros and masters of the trade.
Module 1: Virtual Reality and Augmented Realty
Transforming Education through VR/AR(A) premieres as a comprehensive discussion on the impact and potential of VR, AR, in the education of the modern adult, aiding in the understanding of its history, benefits, and what the future may hold for VR/AR in education. Through this unit, learners are given peek into how immersive learning is the future as it is the new boundary across traditional learning.
Module 2: Implementation of VR/AR for Teachers
It will give the teachers the power of knowledge and tools to be able to successfully use the VR/AR technology devices into their teaching strategies and field of knowledge. It showcases user-friendly tools and avenues, pertinent to teachers to guide them in creating dynamic and inspiring educational settings that stimulate and engage students.
Module 3: VR/AR Usability in Raising Skills
Module 3 reveals a place where VR/AR tools are used for skill training. By means of practical models and case studies, this part develops how VR/AR may improve learning processes, from language learning to professional training, and shows the wide range and effect of these technologies on different academic fields.
Module 4: VR/AR implementation in Classroom
It strives to give the details of applying VR/AR in the educational domain, each module focuses on different oaspects of VR/AR implementation, range from classrooms integration to develop soft skills and more.
Module 5: Recommendations
As implementing VR/AR in the classroom requires careful planning, appropriate technology selection, effective training and support for teachers, integration into lesson plans, and ongoing evaluation of its effectiveness, using VR for teaching allows for immersive and interactive experiences that can enhance learning outcomes and engage learners in ways that traditional teaching methods may not.
For each module, Curriculum is providing complete sub-sections on learning outcomes, duration, requirements, methodology, the content/guidelines part, teaching resources, and references. The document highlights the way in which VR/AR may revolutionize education by offering to educators and learners who are ready to learn and experiment with these technologies.
In brief, this document serves as a comprehensive guidebook for educators, trainers and any person interested in how such technologies can be used to achieve an increase in engagement, better learning experiences and faster classroom skill acquisition.
Co-financed by the European Union, the CT:VR project could represent the cornerstone of education with a touch of advanced innovation. It endows teachers with the inspiration to dive into the new tech and create a world where learning is not only a process but an interesting discovery. The project goal was to release the curriculum to the public free of charge so the VR/AR technology’s educational applications can be spread across a much larger area and, consequently, give the opportunity to the broad public to explore the future of learning.
As we stand on the brink of a new educational paradigm, the CT:VR project provides a sneak peek of the future in which education, which was limited in the past is now boundless. Technology has succeeded to erase the limitations of reality by its touch. This hails teachers and learners to embark on a journey of discovery in the new environment of VR/AR, which creates new opportunities in the area of total immersiveness, engagement, and most importantly, teaching all.
About the author
Petja Janžekovič holds a Master Degree in Philosophy. Working in the field of adult education for 19 years. Expertise in organizing formal and non-formal education, worked also as professor, lecturer, ICT expert, mentor for older adults, conference speaker, coordinator of international study visits and project's leader. His skills include project writing, managing and reporting, media communication, evaluation and dissemination expertise. Since 2008 he is conducting EU and national projects for LUP. Experience with lifelong learning implementation; has cooperated in more than 25 international projects, including Centre for Lifelong learning Podravje, Grundtvig Learning Partnerships, Grundtvig Multilateral, EU for Citizens programme, and, as 2015, as coordinator and as partner, in Erasmus+ Strategic Partnerships. Since 2008 he is responsible for most of LUP international projects from preparation stage, implementation and project management to the final reporting and content delivery production.