Virtual Reality

In the education process, students face problems with understanding due to the complexity, necessity of abstract thinking and concepts. More and more educational centres around the world have started to introduce powerful new technology-based tools that help meet the needs of the diverse student population. Over the last several years, virtual reality (VR) has moved from being the purview of gaming to professional development. It plays an important role in teaching process, providing an interesting and engaging way of acquiring information.

 

The definition of virtual reality comes, naturally, from the definitions for both ‘virtual’ and ‘reality’. The definition of ‘virtual’ is near and reality is what we experience as human beings. So the term ‘virtual reality’ basically means ‘near-reality’. This could, of course, mean anything but it usually refers to a specific type of reality emulation. It is the use of computer technology to create a simulated environment. Unlike traditional user interfaces, VR places the user inside an experience. Instead of viewing a screen in front of them, users are immersed and able to interact with 3D worlds. By simulating as many senses as possible, such as vision, hearing, touch, even smell, the computer is transformed into a gatekeeper to this artificial world. The only limits to near-real VR experiences are the availability of content and cheap computing power.

In the education process, students face problems with understanding due to the complexity, necessity of abstract thinking and concepts. More and more educational centres around the world have started to introduce powerful new technology-based tools that help meet the needs of the diverse student population. Over the last several years, virtual reality (VR) has moved from being the purview of gaming to professional development. It plays an important role in teaching process, providing an interesting and engaging way of acquiring information.

 

The definition of virtual reality comes, naturally, from the definitions for both ‘virtual’ and ‘reality’. The definition of ‘virtual’ is near and reality is what we experience as human beings. So the term ‘virtual reality’ basically means ‘near-reality’. This could, of course, mean anything but it usually refers to a specific type of reality emulation. It is the use of computer technology to create a simulated environment. Unlike traditional user interfaces, VR places the user inside an experience. Instead of viewing a screen in front of them, users are immersed and able to interact with 3D worlds. By simulating as many senses as possible, such as vision, hearing, touch, even smell, the computer is transformed into a gatekeeper to this artificial world. The only limits to near-real VR experiences are the availability of content and cheap computing power.

 

Our course is especially important for higher educatıon, vocational educatıon and adult learners. Universities and colleges have always been at the cutting edge of new technologies, driving development and creating the next generation of scientists, developers and entrepreneurs. Vocational training will really begin to feel the impact of virtual and augmented reality over the next year or so. The ability to experience training in 360 is invaluable – and imagine budding mechanics viewing a working engine from all angles without leaving the classroom. All needs, now with Class VR.

  • To Use VR applications, educationally effective visual world based on student development
  • To Create more motivated-enjoyable teaching methods
  • To Change classrooms (teachers are facilitiers and monitoring the students)
  • To Provide the multiple representation
  • To Support collaborative construction of knowledge
  • To Foster reflective practice
  • To Enable context and content-dependent learning
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1st DAY

 

  • What is visual Learning and why is it important in education?
  • Introduction to VR applications, theoretical knowledge and appropriate examples
  • Using visual aids like images, diagrams, videos, etc.

 

 

2nd DAY

 

  • How can we are able technologies be developed for tomorrow's classroom?
  • Development platform introduction and installation on computers
  • Encourage visual learners to color code their notes
  • Incorporating color into presentations and assignments

 

3rd DAY

 

  • Game and educational game concepts
  • Development platform introduction and installation to computers
  • Stage design and "terrain" creation

 

4th DAY

 

  • 3D models and animation
  • VR camera and settings
  • Selection of sounds and music and adding them to the game

 

5th DAY

 

  • Coding studies
  • Combine coding, design and animation with a pathway in virtual reality
  • Extracting and testing the developed content in "MAPK" format
  • General evaluation and sharing about the applications that can be done

 

6th DAY

 

  • Discover the creative aspects of the games/animations through practical projects
  • Build your technical and creative skills and prepare for video game design or animation with a focus on virtual reality
  • Develop distinctive and creative work for a variety of VR platforms and technologies
  • Preparing a lesson plan in virtual reality

 

7th DAY

  • Presentations
  • Feedback about the course
  • Certificate Ceremony
  • Cultural visit