Virtual Reality in basic literacy classes
The first encounter in VR involved introducing learners to escape room games. In this room, learners experienced problem-solving skills, got familiar with the room, and gathered information inside the room which allowed them to escape.
Participants could then move on to the Virtual Escape Room. This involved more exciting locations and scenarios. It also facilitated individuals and teams to collaborate from the comfort of their homes, using a VR headset.
The ABEDiLi (Adult Basic Education Digital Literacy) project is one of the first programmes, to use this concept to assist both the learners and educators in basic literacy education.
Adult Education Providers from 7 partner countries (Germany, Finland, Sweeden, Slovenia, Ireland, Croatia and Serbia) decided to take a leap of faith into the future of basic skills education. This fun, engaging, and immersive environment in the VR escape rooms, could be used in teaching and learning to assist with basic literacy competencies.
The DEER (Digital Educational Escape Room) is an innovative training and teaching method that is in the final stages of development. It was based on the findings of the project’s e-Pool’ which is a website with a bank of digital resources for educators (IO1 e-Pool). Having analysed and tested the digital tools from e-Pool, the best-suited tools were selected for puzzles in the Escape Rooms.
DEER consists of two parts;
- the educational escape room, suited to adult basic skills learners
- a training course for educators on the DEER escape room
Comments
Interesting application of…
Interesting application of VR technology.
Not only does VR add a touch…
Not only does VR add a touch of fun to learning activities, but it also enables the remote participation of individuals who cannot, for one reason or another, join an event in person. Win-win!