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ABOUT US

The project has three main phases: Project Description, Open Learning Resources and Virtual 3D World Platform.

PROJECT DESCRIPTION


General information about the project, project objectives and project results

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OPEN LEARNING SOURCES


Coming Soon!


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VIRTUAL 3D WORLD PLATFORM


Coming Soon!


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ΠΟΙΟΙ ΕΙΜΑΣΤΕ

Το έργο έχει τρεις κύριες φάσεις: Περιγραφή Έργου, Ανοικτοί Εκπαιδευτικοί Πόροι και Εικονικός 3D Κόσμος και Πλατφόρμα.

ΠΕΡΙΓΡΑΦΗ ΕΡΓΟΥ


Γενικές πληροφορίες σχετικά με το έργο, τους στόχους του έργου και τα αποτελέσματα του έργου

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ΑΝΟΙΚΤΕΣ ΠΗΓΕΣ ΕΚΠΑΙΔΕΥΣΗΣ


Ερχομαι συντομα!


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Η ΠΛΑΤΦΟΡΜΑ ΤΟΥ ΕΙΚΟΝΙΚΟΥ 3D ΚΟΣΜΟΥ


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CHI SIAMO

Il progetto è costituito da 3 fasi principali: Descrizione del Progetto, Risorse educative Open e piattaforma per il mondo Virtuale 3D.

DESCRIZIONE DEL PROGETTO


Informazioni generali sul progetto, obiettivi di progetto e risultati di progetto.

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RISORSE EDUCATIVE OPEN


Prossimamente!


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PIATTAFORMA DEL MONDO VIRTUALE 3D


Prossimamente!

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DESPRE NOI

Proiectul are 3 faze principale: Designul, Implementarea si Evaluarea.

DESCRIEREA PROIECTULUI


Informatii generale, obiectivele si rezultatele proiectului

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RESURSE DE ÎNVĂŢAT


În curând!


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PLATFORMA VIRTUALĂ 3D


În curând!


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O NÁS

Projekt má tri hlavné fázy: Popis projektu, Otvorené vzdelávacie materiály a Virtuálna platforma 3D sveta.

POPIS PROJEKTU


Všeobecné informácie o projekte, ciele a výsledky projektu

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OTVORENÉ VZDELÁVACIE MATERIÁLY


Už čoskoro!


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PLATFORMA 3D VIRTUÁLNEHO SVETA


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PROJECT INFORMATION

 

The main aim of the project is to assist students in better studying and learning physics with the utilization of new educational technologies. Specifically, a 3D virtual reality educational environment will be developed possessing innovative educational infrastructure, and offering immersive and efficient learning opportunities, engaging students in various educational activities, learning scenarios and offering students an attractive, entertaining and efficient way to learn various topics of the challenging domain of physics. The students will have the ability to virtually visit laboratories, perform experiments, explore procedures and phenomena, examine the ways that are conducted and also be guided towards analyzing and explaining them through the scientific method. The virtual educational environment and the laboratories will be designed in a way that supports students to form appropriate mental models of involved concepts, by visualizing them and allowing interactions with the virtual phenomena and processes. When students learn new abstract concepts it is quite hard without appropriate connection to concrete examples. The 3D virtual reality educational environment and the visualization of procedures aim to help students connect abstract concepts and procedures to concrete experiences and examples. Indeed, one of the most vital and promising affordances of the 3D virtual environment is to provide spatial instruction. Also, by teaching the students to study in 3D virtual reality and by using visualization techniques their spatial cognition can be enhanced.

The general expected results are the following:

O1: Reports on Physics Education in Schools around Europe and the state of the art in 3D Virtual Worlds.

O2: Virtual 3D World for Teaching Physics

O3: Open Learning Resources for Trainers

 

OPEN LEARNING SOURCES

 

A Content Management System, freely available for teachers to use, modify and adapt in their own courses. The resources will cover both Physics Training resources (Text, Evaluation Tests, Multimedia and 3D Objects) and also useful 3D World objects, scripts and guides that could help interested Trainers of other domains produce learning material of their own. Moreover, the platform hosting the material will support communication and networking tools like Forums that could help building an active community dedicated to applying Virtual Worlds in School Education, motivating trainers around Europe and the World to contribute and share their own content.

 

VIRTUAL 3D WORLD PLATFORM

 

A virtual 3D World dedicated to teaching Physics to students with both synchronous and asynchronous training capabilities. Each region will contain a variety of different learning resources, both static (text, images, videos) and interactive (3D objects, Puzzles and Quizzes, Talking Characters etc). The learning experience will follow the necessary pedagogical methods focusing on Gamification and Learning-by-Doing ideas.

 

ΠΕΡΙΓΡΑΦΗ ΕΡΓΟΥ

 

Ο κύριος στόχος του έργου είναι να βοηθήσει τους μαθητές στην καλύτερη μελέτη και εκμάθηση της φυσικής με την αξιοποίηση νέων εκπαιδευτικών τεχνολογιών. Συγκεκριμένα, ένα 3D εκπαιδευτικό περιβάλλον εικονικής πραγματικότητας θα αναπτυχθεί το οποίο θα διαθέτει καινοτόμες εκπαιδευτικές υποδομές και θα προσφέρει παρεµβατικές και αποτελεσματικές ευκαιρίες μάθησης, εμπλέκοντας τους μαθητές σε διάφορες εκπαιδευτικές δραστηριότητες, μαθησιακά σενάρια και προσφέροντας στους μαθητές ένα ελκυστικό, διασκεδαστικό και αποτελεσματικό τρόπο για να μάθουν διάφορα θέματα από το δύσκολο τομέα της φυσικής. Οι μαθητές θα έχουν τη δυνατότητα να επισκέπτονται εικονικά εργαστήρια, να εκτελούν πειράματα, να διερευνούν διαδικασίες και φαινόμενα, να εξετάσουν τους τρόπους που διεξάγονται, αλλά και να καθοδηγούνται προς την ανάλυση και την εξήγηση τους μέσω της επιστημονικής οδού. Το εικονικό εκπαιδευτικό περιβάλλον και τα εργαστήρια θα σχεδιαστούν κατά τρόπο που να υποστηρίζουν τους μαθητές στο να σχηματίσουν κατάλληλα νοητικά μοντέλα των εμπλεκόμενων εννοιών, με την απεικόνιση αυτών και επιτρέποντας αλληλεπιδράσεις με τα εικονικά φαινόμενα και διεργασίες. Όταν οι μαθητές μαθαίνουν νέες αφηρημένες έννοιες, αυτό γίνεται αρκετά δύσκολο χωρίς την κατάλληλη σύνδεση με συγκεκριμένα παραδείγματα. Το 3D εκπαιδευτικό περιβάλλον εικονικής πραγματικότητας και η οπτικοποίηση των διαδικασιών έχουν ως στόχο να βοηθήσουν τους μαθητές να συνδέουν αφηρημένες έννοιες και διαδικασίες με συγκεκριμένες εμπειρίες και παραδείγματα. Πράγματι, ένα από τα πιο σημαντικά και υποσχόμενα πλεονεκτήματα του 3D εικονικού περιβάλλοντος είναι το να παρέχει χωρική διδασκαλία. Επίσης, με το να μαθαίνουμε στους μαθητές να μελετούν μέσω 3D εικονικής πραγματικότητας και με τη χρήση τεχνικών απεικόνισης, η χωρική αντίληψη τους ενισχύεται.

 

Τα γενικά αναμενόμενα αποτελέσματα είναι τα ακόλουθα:

Α1: Εκθέσεις πάνω σε πρακτικές και τεχνολογίες

Α2: Εικονικός 3D Κόσμος για τη Διδασκαλία της Φυσικής

Α3: Ανοικτοί Εκπαιδευτικοί Πόροι

 

 

 

ΑΝΟΙΚΤΕΣ ΠΗΓΕΣ ΕΚΠΑΙΔΕΥΣΗΣ

 

Ένα Σύστημα Διαχείρισης Περιεχομένου, ελεύθερα διαθέσιμο για τους εκπαιδευτικούς να μπορούν να τα χρησιμοποιούν, τροποποιήσουν και προσαρμόσουν για τα δικά τους μαθήματα. Το υλικό θα καλύπτει πηγές για την Εκπαίδευση της Φυσικής (Κείμενο, Τεστ Αξιολόγησης, Πολυμέσα και 3D Αντικείμενα), αλλά και χρήσιμα αντικείμενα για το 3D εικονικό κόσμο, σενάρια και οδηγοί που θα μπορούν να βοηθήσουν ενδιαφερόμενους εκπαιδευτές από άλλους τομείς να παράγουν το δικό τους εκπαιδευτικό υλικό. Επιπλέον, η πλατφόρμα όπου θα αποθηκεύεται το υλικό θα υποστηρίζει εργαλεία επικοινωνίας και δικτύωσης, όπως τα Φόρουμ που θα μπορούσαν να βοηθήσουν στην οικοδόμηση μιας ενεργής κοινότητας αφιερωμένη στην εφαρμογή Εικονικών Κόσμων στη σχολική εκπαίδευση, και την παροχή κινήτρων σε εκπαιδευτές σε όλη την Ευρώπη και τον κόσμο να συμβάλουν και να μοιραστούν το δικό τους περιεχόμενο.

 

 

 

Η ΠΛΑΤΦΟΡΜΑ ΤΟΥ ΕΙΚΟΝΙΚΟΥ 3D ΚΟΣΜΟΥ

 

Ένας εικονικός 3D Κόσμος αφιερωμένος στη διδασκαλία της Φυσικής σε μαθητές, τόσο με σύγχρονες, όσο και με ασύγχρονες δυνατότητες κατάρτισης. Κάθε περιοχή θα περιέχει μια ποικιλία από διαφορετικές πηγές μάθησης, τόσο στατικές (κείμενο, εικόνες, βίντεο), όσο και διαδραστικές (3D αντικείμενα, παζλ και κουίζ, ομιλούντες χαρακτήρες, κλπ). Η μαθησιακή εμπειρία θα ακολουθεί τις απαραίτητες παιδαγωγικές μεθόδους με επίκεντρο το Gamification και την ιδέα της μάθησης μέσα από την πράξη.

 

 

 

DESCRIZIONE DEL PROGETTO

 

L'obiettivo principale del progetto è di assistere gli studenti nello studio e nell'apprendimento della fisica con l'ausilio delle nuove tecnologie. In particolare, sarà sviluppato un mondo virtuale 3D dedicato alla formazione dello studente che integra una infrastruttura educativa innovativa capace di offrire una esperienza immersiva. Il mondo 3D coinvolgerà lo studente in varie attività educative e scenari di apprendimento e gli offrirà un modo nuovo, divertente e stimolante per imparare diversi argomenti di fisica. Lo studente potrà visitare laboratori virtuali, eseguire esperimenti, esplorare procedure e fenomeni, esaminare i modi di conduzione degli esperimenti ed essere guidato nell'analisi e spiegazione attraverso il metodo scientifico. L'ambiente educativo virtuale e i laboratori saranno progettati in modo che lo studente possa creare dei modelli mentali dei concetti da imparare e successivamente visualizzarli attraverso l'interazione dei fenomeni e dei processi nel mondo simulato. L'apprendimento di nuovi concetti astratti risulterà quindi più semplice grazie alla connessione con esempi concreti. L'ambiente educativo in realtà virtuale 3D e la visualizzazione delle procedure aiuterà lo studente a connettere i concetti astratti appresi ad esperienze concrete ed esempi. Uno dei principali e più promettenti vantaggi dei mondi virtuali 3D è infatti quello di fornire istruzioni spaziali; insegnando agli studenti il metodo di studio in mondi virtuali 3D e ad utilizzare tecniche di visualizzazione, la loro cognizione spaziale sarà arricchita.

I risultati attesi sono i seguenti:

O1: Report sull'educazione della fisica nelle scuole europee e stato dell'arte sui mondi virtuali 3D

O2: Mondi virtuali 3D per l'insegnamento della fisica

O3: Risorse educative open per gli insegnanti

 

 

 

RISORSE EDUCATIVE OPEN

 

Le risorse educative open sono ospitate in un Content Management System (CMS) e liberamente disponibile agli insegnanti per l'utilizzo, la modifica e l'adattamento nei propri corsi. Le risorse comprendono sia risorse di formazione per la fisica (testo, test di valutazione, materiale multimediale) che oggetti del mondo 3D, script e guide che possono aiutare gli insegnati a produrre nuovo materiale didattico. Inoltre, la piattaforma che ospiterà il materiale supporterà la comunicazione e la rete dei docenti con strumenti come i Forum che possono aiutare la creazione di una comunità dedicata all'uso dei mondi virtuali nella educazione scolastica, motivando ed incentivando i docenti di tutta europa a contribuire e condividere i propri contenuti.

 

 

 

PIATTAFORMA DEL MONDO VIRTUALE 3D

 

Un mondo virtuale 3D dedicato all'insegnamento della fisica agli studenti che integra capacità di formazione sincrona e asincrona. Ogni regione del mondo, conterrà varie risorse di apprendimento sia statiche (testi, immagini, video) che interattive (oggetti 3d, puzzle, quiz, personaggi parlanti, etc.). L'esperienza di apprendimento segue il modello pedagogico basato sui metodi della Gamification e del Learning-by-Doing.

 

 

 

PROJECT INFORMATION (RO)

 

The main aim of the project is to assist students in better studying and learning physics with the utilization of new educational technologies. Specifically, a 3D virtual reality educational environment will be developed possessing innovative educational infrastructure, and offering immersive and efficient learning opportunities, engaging students in various educational activities, learning scenarios and offering students an attractive, entertaining and efficient way to learn various topics of the challenging domain of physics. The students will have the ability to virtually visit laboratories, perform experiments, explore procedures and phenomena, examine the ways that are conducted and also be guided towards analyzing and explaining them through the scientific method. The virtual educational environment and the laboratories will be designed in a way that supports students to form appropriate mental models of involved concepts, by visualizing them and allowing interactions with the virtual phenomena and processes. When students learn new abstract concepts it is quite hard without appropriate connection to concrete examples. The 3D virtual reality educational environment and the visualization of procedures aim to help students connect abstract concepts and procedures to concrete experiences and examples. Indeed, one of the most vital and promising affordances of the 3D virtual environment is to provide spatial instruction. Also, by teaching the students to study in 3D virtual reality and by using visualization techniques their spatial cognition can be enhanced.

The general expected results are the following:

O1: Reports on Physics Education in Schools around Europe and the state of the art in 3D Virtual Worlds.

O2: Virtual 3D World for Teaching Physics

O3: Open Learning Resources for Trainers

 

 

 

OPEN LEARNING SOURCES (ROMANIAN)

 

A Content Management System, freely available for teachers to use, modify and adapt in their own courses. The resources will cover both Physics Training resources (Text, Evaluation Tests, Multimedia and 3D Objects) and also useful 3D World objects, scripts and guides that could help interested Trainers of other domains produce learning material of their own. Moreover, the platform hosting the material will support communication and networking tools like Forums that could help building an active community dedicated to applying Virtual Worlds in School Education, motivating trainers around Europe and the World to contribute and share their own content.

 

 

 

VIRTUAL 3D WORLD PLATFORM (ROMANIAN)

 

A virtual 3D World dedicated to teaching Physics to students with both synchronous and asynchronous training capabilities. Each region will contain a variety of different learning resources, both static (text, images, videos) and interactive (3D objects, Puzzles and Quizzes, Talking Characters etc). The learning experience will follow the necessary pedagogical methods focusing on Gamification and Learning-by-Doing ideas.

 

 

 

POPIS PROJEKTU

 

Hlavným cieľom projektu je pomôcť študentom v štúdiu a do vzdelávacieho procesu zaviesť nové vzdelávacie technológie. Konkrétne ide o vytvorenie vzdelávacieho prostredia s využitím 3D virtuálnej reality, ktoré bude mať inovatívnu vzdelávaciu infraštruktúru a ponúkne úžasné a efektívne vzdelávacie príležitosti, zapája študentov do rôznych vzdelávacích aktivít, študijných scenárov a ponúka študentom atraktívny, zábavný a efektívny spôsob, ako sa naučiť rôzne témy z náročnej oblasti fyziky. Študenti budú mať možnosť virtuálne navštevovať laboratóriá, vykonávať experimenty, skúmať postupy a javy, skúmať spôsoby akými sa vykonávajú. Nauči sa ich analyzovať a vysvetľovať prostredníctvom vedeckých metód. Virtuálne vzdelávacie prostredie a laboratóriá budú navrhnuté spôsobom, ktorý pomôže študentom vytvoriť vhodné konceptuálne modely, vizualizovať jednotlivé fyzikálne javy a interagovať s nimi. V prípade, že sa študenti pri výuke fyziky naučia len abstraktné pojmy, je častokrát ťažké ich pochopiť bez zodpovedajúceho spojenia s konkrétnymi príkladmi. Vzdelávacie prostredie 3D virtuálnej reality a vizualizácia postupov pomôžu študentom prepojiť abstraktné koncepty a postupy s konkrétnymi skúsenosťami a príkladmi. Jedným z najdôležitejších a najsľubnejších možností 3D virtuálneho prostredia je skutočnosť, že umožňuje realizáciu priestorovej výučby. Prínosom je aj skutočnosť, že realizáciou výučby študentov v ​​3D virtuálnej realite a pomocou vizualizačných techník sa výrazne zlepšuje ich priestorovú orientáciu.

Očakávané výsledky projektu:

O1: Správy o vzdelávaní v oblasti fyziky v školách v Európe a najnovších poznatkov v 3D virtuálnych svetoch.

O2: 3D Virtuálny svet pre výučbu fyziky

O3: Otvorené vzdelávacie zdroje pre školiteľov

 

 

 

OTVORENÉ VZDELÁVACIE MATERIÁLY

 

Prostredníctvom Content Management System (Systém správy obsahu), ktorý je pre učiteľov voľne dostupný, je možné upravovať a prispôsobovať svoje vlastné kurzy. Vzdelávacie zdroje zahŕňajú učebné materiály z fyziky (texty, hodnotiace testy, multimediálne a 3D objekty) ale aj užitočné objekty v 3D svete, skripty a sprievodcov, ktorí môžu pomôcť učiteľom/tútorom z iných oblastí vytvoriť si svoj vlastný učebný materiál. Okrem toho platforma 3D Virtuálneho sveta, v ktorej sa nachádza vzdelávací materiál, podporuje komunikačné a sieťové nástroje, ako sú napríklad fóra, ktoré by mohli pomôcť vybudovať aktívnu komunitu venovanú aplikáciám virtuálneho sveta v školskom vzdelávaní a motivovať učiteľov a tútorov z celej Európy a sveta, aby prispeli k tvorbe obsahu a zdieľali svoj vlastný vzdelávací obsah.

 

 

 

PLATFORMA 3D VIRTUÁLNEHO SVETA

 

3D virtuálny svet je venovaný synchrónnej aj asynchrónnej výučbe v oblasti fyziky Každý región bude obsahovať rôzne vzdelávacie zdroje, jednak statické (textové, obrazové, video) ako aj interaktívne (3D objekty, hádanky a kvízy, hovoriace postavy atď.). Vzdelávací proces sa bude riadiť adekvátnymi pedagogickými metódami, ktoré sa zameriavajú na princípy gamifikácie a vzdelávaniu Learning-by-doing.

 

 

 

OUTPUTS

The project has three main outputs.

OUTPUT 1

Reports on Physics Education in Schools around Europe and the state of the art in 3D Virtual Worlds

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OUTPUT 2

Virtual 3D World for Teaching Physics



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OUTPUT 3

Open Learning Resources for Trainers



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ΑΠΟΤΕΛΕΣΜΑΤΑ

Το έργο έχει τρία κύρια αποτελέσματα

ΑΠΟΤΕΛΕΣΜΑ 1

Εκθέσεις πάνω σε πρακτικές και τεχνολογίες

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ΑΠΟΤΕΛΕΣΜΑ 2

Εικονικός 3D Κόσμος για τη Διδασκαλία της Φυσικής

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ΑΠΟΤΕΛΕΣΜΑ 3

Ανοικτοί Εκπαιδευτικοί Πόροι

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USCITE

Il progetto ha tre output principali

USCITE 1

Report sulla educazione della fisica nelle scuole europee e stato dell'arte sul mondi virtuali 3D

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USCITE 2

Mondi virtuali 3D per l'insegnamento della Fisica

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USCITE 3

Risorse Educative Open per i formatori


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IEŞIRI

Proiectul are trei ieşiri principale

IEŞIREA 1

Report sulla educazione della fisica nelle scuole europee e stato dell'arte sul mondi virtuali 3D

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IEŞIREA 2

Mondi virtuali 3D per l'insegnamento della Fisica

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IEŞIREA 3

Risorse Educative Open per i formatori


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VÝSLEDKY

Projekt má tri hlavné výsledky

VÝSLEDOK 1

Správa o príkladoch dobrej praxe a postupoch

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VÝSLEDOK 2

3D Virtuálny svet pre výučbu fyziky


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VÝSLEDOK 3

Otvorené vzdelávacie zdroje


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OUTPUT 1



This output aims to study bibliography and produce reports on important topics for the implementation of the project including need analysis and state of the art reports.

 

I. Physics Education in Secondary Education Schools around Europe

II. Applications of ICT in Physics Education

III. State of the Art in Virtual Reality and 3D Worlds

IV. Gamification and Learning Opportunities in Virtual Worlds

 

 

OUTPUT 2

 

This is the main Intellectual Output of the project, a 3D World dedicated to teaching Physics to students with both synchronous and asynchronous training capabilities. The activities carried out for this Output include all necessary steps: planning and authoring the courses and the learning material, preparing training scenarios for each learning topic, configuration and design of the 3D World, implementation of the learning scenarios and piloting testing to evaluate and make final adjustments.

 

 

OUTPUT 3

 

This output concerns the organization of various types of learning material produced during the implementation of the Virtual World and their integration in an open repository. This material, hosted in a content management system will be freely available for teachers to use, modify and adapt in their own courses. The resources will cover both Physics Training resources (Text, Evaluation Tests, Multimedia and 3D Objects) and also useful 3D World objects, scripts and guides that could help interested Trainers of other domains produce learning material of their own. Moreover, the platform hosting the material will support communication and networking tools like Forums that could help building an active community dedicated to applying Virtual Worlds in School Education, motivating trainers around Europe and the World to contribute and share their own content.

 

 

ΑΠΟΤΕΛΕΣΜΑ 1



Το αποτέλεσμα αυτό έχει ως στόχο να μελετηθεί η βιβλιογραφία και να γραφτούν εκθέσεις σχετικά με σημαντικά θέματα για την υλοποίηση του έργου, συμπεριλαμβανομένης της ανάλυσης αναγκών και εκθέσεις καινοτόμες.

 

I. Εκπαίδευση Φυσικής στα σχολεία Μέσης Εκπαίδευσης σε όλη την Ευρώπη

II. Εφαρμογές ΤΠΕ στη Εκπαίδευση Φυσικής

III. Καινοτομία στην Εικονική Πραγματικότητα και 3D κόσμους

IV. Gamification και Ευκαιρίες Μάθησης σε Εικονικούς Κόσμους

 

 

 

 

ΑΠΟΤΕΛΕΣΜΑ 2

 

Αυτό είναι και το κύριο αποτέλεσμα του έργου, ένας 3D εικονικός κόσμος για τη διδασκαλία της Φυσικής σε μαθητές, το όποιο προσφέρει σύγχρονες και ασύγχρονες δυνατότητες κατάρτισης. Οι δραστηριότητες που διεξάγονται για αυτό το αποτέλεσμα περιλαμβάνει όλα τα αναγκαία διαβήματα: σχεδιασμός και συγγραφή των μαθημάτων και του εκπαιδευτικού υλικού, προετοιμασία εκπαιδευτικών σεναρίων για το κάθε μαθησιακό θέμα, διαμόρφωση και σχεδιασμός του 3D εικονικού κόσμου, εφαρμογή των σεναρίων μάθησης και πιλοτικές δόκιμες για την αξιολόγηση τους και οι τελικές ρυθμίσεις.

 

 

 

 

ΑΠΟΤΕΛΕΣΜΑ 3

 

Το αποτέλεσμα αυτό αφορά την οργάνωση των διαφόρων τύπων εκπαιδευτικού υλικού που παράγεται κατά τη διάρκεια της υλοποίησης του εικονικού κόσμου και της ένταξή τους σε ένα ανοικτό χώρο αποθήκευσης. Το υλικό αυτό, το οποίο θα αποθηκεύεται σε ένα σύστημα διαχείρισης περιεχομένου θα είναι ελεύθερα διαθέσιμο για τους εκπαιδευτικούς να μπορούν να τα χρησιμοποιούν, τροποποιήσουν και προσαρμόσουν για τα δικά τους μαθήματα. Το υλικό θα καλύπτει πηγές για την Εκπαίδευση της Φυσικής (Κείμενο, Τεστ Αξιολόγησης, Πολυμέσα και 3D Αντικείμενα), αλλά και χρήσιμα αντικείμενα για το 3D εικονικό κόσμο, σενάρια και οδηγοί που θα μπορούν να βοηθήσουν ενδιαφερόμενους εκπαιδευτές από άλλους τομείς να παράγουν το δικό τους εκπαιδευτικό υλικό. Επιπλέον, η πλατφόρμα όπου θα αποθηκεύεται το υλικό θα υποστηρίζει εργαλεία επικοινωνίας και δικτύωσης, όπως τα Φόρουμ που θα μπορούσαν να βοηθήσουν στην οικοδόμηση μιας ενεργής κοινότητας αφιερωμένη στην εφαρμογή Εικονικών Κόσμων στη σχολική εκπαίδευση, και την παροχή κινήτρων σε εκπαιδευτές σε όλη την Ευρώπη και τον κόσμο να συμβάλουν και να μοιραστούν το δικό τους περιεχόμενο.

 

 

 

 

USCITE 1



Obiettivo di questo ouput è lo studio della bibliografia e la creazione di un report sugli argomenti d'interesse per le finalità di progetto; il report include un'analisi delle necessità e lo stato dell'arte.

 

I. Insegnamento della fisica nelle scuole secondarie europee

II. Applicazione delle ICT per l'insegnamento della fisica

III. Stato dell'arte sulla realtà virtuale e i mondi 3D

IV. Gamificazione e opportunità educative nei mondi virtuali

 

 

 

 

USCITE 2

 

Questo è l'output principale del progetto costituito da un mondo virtuale 3D, che integra sistemi per la formazione sincrona e asincrona, dedicato alla formazione degli studenti su argomenti di Fisica. Le attività svolte in questo output includono i seguenti passi: creazione e pianificazione dei corsi e del materiale di apprendimento, preparazione degli scenari di formazione per ogni materiale di apprendimento, progettazione e configurazione del mondo virtuale 3D, implementazione dello scenario di apprendimento e sperimentazione per la valutazione e le correzioni finali.

 

 

 

 

USCITE 3

 

Questo output prevede l'organizzazione del materiale didattico prodotto durante l'implementazione del mondo virtuale 3D e la sua integrazione in un repository open. Questo materiale, ospitato in un content management system (CMS) sarà liberamente disponibile agli insegnanti per l'utilizzo, la modifica e l'adattamento nei propri corsi. Le risorse comprendono sia risorse di formazione per la fisica (testo, test di valutazione, materiale multimediale) che oggetti del mondo 3D, script e guide che possono aiutare gli insegnati a produrre nuovo materiale didattico. Inoltre, la piattaforma che ospiterà il materiale supporterà la comunicazione e la rete dei docenti con strumenti come i Forum che possono aiutare la creazione di una comunità dedicata all'uso dei mondi virtuali nella educazione scolastica, motivando ed incentivando i docenti di tutta Europa a contribuire e condividere i propri contenuti.

 

 

 

 

OUTPUT 1 (RO)



This output aims to study bibliography and produce reports on important topics for the implementation of the project including need analysis and state of the art reports.

 

I. Physics Education in Secondary Education Schools around Europe

II. Applications of ICT in Physics Education

III. State of the Art in Virtual Reality and 3D Worlds

IV. Gamification and Learning Opportunities in Virtual Worlds

 

 

 

 

OUTPUT 2 (RO)

 

This is the main Intellectual Output of the project, a 3D World dedicated to teaching Physics to students with both synchronous and asynchronous training capabilities. The activities carried out for this Output include all necessary steps: planning and authoring the courses and the learning material, preparing training scenarios for each learning topic, configuration and design of the 3D World, implementation of the learning scenarios and piloting testing to evaluate and make final adjustments.

 

 

 

 

OUTPUT 3 (RO)

 

This output concerns the organization of various types of learning material produced during the implementation of the Virtual World and their integration in an open repository. This material, hosted in a content management system will be freely available for teachers to use, modify and adapt in their own courses. The resources will cover both Physics Training resources (Text, Evaluation Tests, Multimedia and 3D Objects) and also useful 3D World objects, scripts and guides that could help interested Trainers of other domains produce learning material of their own. Moreover, the platform hosting the material will support communication and networking tools like Forums that could help building an active community dedicated to applying Virtual Worlds in School Education, motivating trainers around Europe and the World to contribute and share their own content.

 

 

 

 

VÝSLEDOK 1



Cieľom tohto výsledku je štúdium odbornej literatúry a spracovanie správ o témach dôležitých pre realizáciu projektu, vrátane analýzy potrieb a prehľadu o aktuálnom stave riešeného problému.

 

I. Fyzikálne vzdelávanie na stredných školách v Európe

II. Aplikácia IKT vo výučbe fyziky

III. Najnovšie trendy vo virtuálnej realite a 3D svetoch

IV. Gamifikácia a potenciál virtuálnych svetov vo vzdelávaní

 

 

 

 

VÝSLEDOK 2

 

Toto je hlavný intelektuálny výstup projektu, 3D virtuálny svet je venovaný synchrónnej aj asynchrónnej výučbe v oblasti fyziky. Činnosti realizované v rámci tohto výstupu zahŕňajú všetky potrebné kroky: plánovanie a tvorba kurzov a učebných materiálov, príprava vzdelávacích scenárov pre každú učebnú tému, konfiguráciu a dizajn 3D sveta, implementácia učebných scenárov a pilotné testovanie na vyhodnotenie a implementácia spätnej väzby.

 

 

 

 

VÝSLEDOK 3

 

Tento materiál, ktorý je umiestnený v Content management system, bude voľne dostupný pre učiteľov, aby ho používali, upravovali a prispôsobovali svojim vlastným kurzom. Vzdelávacie materiály budú pokrývať aj zdroje fyzického vzdelávania (textové, hodnotiace testy, multimediálne a 3D objekty), ako aj užitočné predmety, skripty a sprievodcovia 3D World, ktoré by mohli pomôcť zainteresovaným školiteľom z iných oblastí vytvárať svoj vlastný učebný materiál. Okrem toho platforma, v ktorej sa nachádza materiál, bude podporovať komunikačné a sieťové nástroje, ako sú fóra, ktoré by mohli pomôcť vybudovať aktívnu komunitu venovanú aplikácii virtuálneho sveta v školskom vzdelávaní a motivovať školiteľov z celej Európy a sveta, aby prispeli a zdieľali svoj vlastný obsah.

 

 

 

 

PARTNERS

We're some creative people with powerfull knoeledge & awesome skills behind the scene bringing you the best.

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PARTENARIATO

Persone creative con un grande bagaglio di conoscenza e abilità e capaci di offrirvi il meglio

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PARTENERI

Suntem niste oameni creativi cu puternice cunostinte si talente

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PARTNERI

Sme tvoriví ľudia so silnými vedomosťami a úžasnými zručnosťami, ktoré vám prinášajú to najlepšie

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UCY

 

The University of Cyprus (UCY) was officially founded in 1989. The University has five faculties, Pure and Applied Sciences, Economics and Management, Humanities and Social Sciences, Letters and the recently formed Faculty of Engineering. The Department of Computer Science, belonging to the Faculty of Pure and Applied Sciences, is one of the most active Departments of the University. The Department is very active in the areas of information technology and communications, while it has also been very active in attracting funding and since Cyprus joined the E.U. it has participated in over 150 projects funded by various frameworks of the European Union. The overall funding is currently at the level of about 30 MEUROs.

The University of Cyprus participates in the World of Physics Erasmus+ project through the Software Engineering and Internet Technologies (SEIT) Laboratory, an integral part of the Department of Computer Science. SEIT focuses its research activities on two important areas of Information Technology, namely Software Engineering and Internet Technologies. In the second area, the Laboratory concentrates on the development of ICT-enabled Creativity and Enhanced Learning Environments, platforms and tools for implementing Health monitoring and support services, Smart and Personalised services for Elders and Assistive Technologies for people with disabilities. SEIT has extensive experience in the area of applying ICT (Information and Communication Technologies) to e-Learning, m-Learning and Open and Distance Learning in general as well as Life Long Learning in particular. This expertise is both at technical level and at developing policies and qualification frameworks for such activities. Regarding only the Erasmus+ related themes, it has participated so far in 13 Leonardo da Vinci projects, 3 EUMEDIS projects, 2 FP (Framework Programs), 1 INCO-DC and 3 projects funded by national funds. It has also participated in the EMUNI project and the VUSCC initiative, both related to policy making or reform and qualifications accreditation. It has also participated in the Interreg IVC project Innofun, on developing policies for entrepreneurship and innovation. SEIT was actively involved in 30 EU funded projects in numerous different programmes and attracted more than €5M in funding. The Laboratory currently occupies 10 personnel, including 4 post doctoral scientists and 4 PhD researchers, and has access to extensive hardware and software facilities.

 

UPAT

 

CTE

 

The fundamental objective of the CTE’s training area is the continuous formal and informal training for teachers, students and technicians from different high schools, universities and companies. The center has been involved in European projects concerning professional training and education able to promote new and flexible ICT techniques.

CTE is experienced in conducting effective training on use of mobile devices in teaching-learning process and contributed in previous projects to the development and publication of online courses and distance learning in the field of environmental protection. We are able to supply expertise in different engineering domains, as well as e-learning training programs. Combining the experience of ICT with a large knowledge base and years of experience in the field of educational software from a variety of complementary fields (i.e. ICT, Medical Informatics, Mechanics of Materials, Science of materials, Electrical Engineering, Renewable energies et. al.), has been the key to success.

Among our successful projects, in which we take pride in, we mention:
- Partner in a ESF project (more than 100 high-school teachers trained in developing and using eLearning interactive lessons)
- Active support for life-long-learning activities (ESF project with more than 1000 teachers training in different technical fields)
- 3 Transfer of Innovation, 1 Grundtvig and 1 LdV Partnership projects
- Active participation to International Conferences and scientific articles publishing

What makes us the perfect partner for your project?
- Possibility to take advantage of foreign languages and educational potential of the team members
- Our knowledge on the latest trends in training
- Availability and flexibility to finish tasks in the required deadline
- A young and flexible team
- Web design, programming, networking, database management
- Consultancy service in the field of Structural Funds
- Experience and contacts in ICT
- Research activities

 

CTI

 

CNR

 

The Istituto per le Tecnologie Didattiche (ITD) is a research Institute of the National Research Council (CNR) of Italy, founded in 1970. It has two branches in Genova and Palermo. The ITD is the only Italian institute exclusively devoted to research in the field of educational technology.The institute carries out strongly interdisciplinary basic and applied research studies. In fact, its researchers integrate contributions and models developed in various disciplines, such as computer science in its broader sense, cognitive science, pedagogy, school curricula subjects’. Educational technology research studies at the ITD focus on specific learning contexts such as: the school system, university, in-service training. The ITD’s main research issues are concerned with: improving math and science education, promoting inclusion of disabled and disadvantaged people, improving lifelong learning processes through virtual communities, using digital games to foster reasoning skills and strategic thinking, entrepreneurship education, etc. Research activities can be classified under at least four main frames of reference:

• the pedagogical perspective deals with teaching/learning process issues, e.g. science teaching, and aims to design technology-mediated environments in response to such issues;

• the computational perspective explores the potential of technology and how it modifies its relationship with knowledge as to "what" (possible topics to be studied and "how" (new ways of representing scientific concepts through visualization, manipulation and interaction opportunities made available by technology);

• the cognitive perspective studies cognitive abilities that the use of computer-mediated environments either promotes or inhibits;

• the social and cultural perspective analyzes how learning changes in different contexts, such as institutions, corporations, informal learning environments, communities of practice, etc. and how technology can change organizational styles, curricula and methodologies.

The international context, in particular the European one, is strategically crucial for the educational technology sector. Since the early EC programmes, the ITD has participated in many projects and has collaborated with major European centres, often as the project leader.

 

NEW EDU

 

UCY

 

Το Πανεπιστήμιο Κύπρου (ΠΚ) ιδρύθηκε επίσημα το 1989. Το Πανεπιστήμιο έχει πέντε σχολές, Θετικών και Εφαρμοσμένων Επιστημών, Οικονομικών Επιστημών και Διοίκησης, Ανθρωπιστικών και Κοινωνικών Επιστημών, Γραμμάτων και την Πολυτεχνική Σχολή. Το Τμήμα Πληροφορικής, που ανήκει στη Σχολή Θετικών και Εφαρμοσμένων Επιστημών, είναι ένα από τα πιο δραστήρια Τμήματα του Πανεπιστημίου. Το Τμήμα είναι πολύ δραστήριο στον τομέα της πληροφορικής και των επικοινωνιών, ενώ υπήρξε επίσης πολύ δραστήρια στην προσέλκυση χρηματοδότησης, και από τότε που η Κύπρος εντάχθηκε Ε.Ε έχει συμμετάσχει σε πάνω από 150 έργα χρηματοδοτημένα από διάφορα προγράμματα της Ευρωπαϊκής Ένωσης. Η συνολική χρηματοδότηση είναι προς το παρόν περίπου στα 30 εκατομμύρια ευρώ.

Το Πανεπιστήμιο Κύπρου συμμετέχει στο πρόγραμμα World of Physics Erasmus+ εργο, μέσω του εργαστηρίου Τεχνολογίας Λογισμικού και Τεχνολογιών Διαδικτύου (SEIT), το οποίο αποτελεί αναπόσπαστο μέρος του Τμήματος Πληροφορικής. Το SEIT εστιάζει τις ερευνητικές του δραστηριότητες σε δύο σημαντικούς τομείς της Πληροφορικής, την Τεχνολογία Λογισμικού και τις Τεχνολογιες Διαδικτύου. Στον δεύτερο τομέα, το Εργαστήριο επικεντρώνεται στην χρήση ΤΠΕ (Τεχνολογίες Πληροφορίας και Επικοινωνιών) σε Creativity και Enhanced Learning Περιβάλλοντα, καθώς και πλατφόρμες και εργαλεία για την υλοποίηση υπηρεσιών παρακολούθησης Υγείας, Έξυπνες και Εξατομικευμένες υπηρεσίες για ηλικιωμένους και Assistive Technologies για ανθρώπους με αναπηρίες. Το SEIT έχει εκτεταμένη εμπειρία στον τομέα της εφαρμογής των ΤΠΕ σε Ηλεκτρονική και Κινητή Μάθηση (e-Learning, m-Learning), Ανοικτή και εξ Αποστάσεως Εκπαίδευση, καθώς και Δια Βίου Μάθηση. Αυτή η εμπειρία είναι τόσο σε τεχνικό επίπεδο όσο και σε επίπεδο χάραξης πολιτικής. Όσον αφορά στα θέματα του Erasmus+, το SEIT έχει συμμετάσχει σε 13 έργα Leonardo da Vinci, 3 έργα EUMEDIS, 2 FP (Framework Programs), 1 INCO-DC και 3 έργα που χρηματοδοτούνται από εθνικούς πόρους. Έχει επίσης συμμετάσχει στο έργο EMUNI και στην πρωτοβουλία VUSCC που σχετίζονται με τη χάραξη πολιτικής ή τη μεταρρύθμιση, καθώς και με την πιστοποίηση. Έχει επίσης συμμετάσχει στο Interreg IVC έργο Innofun που σχετίζεται με την ανάπτυξη πολιτικών για την επιχειρηματικότητα και την καινοτομία. To SEITσυμμετείχε ενεργά σε 30 έργα χρηματοδοτούμενα από την ΕΕ σε διαφορετικά προγράμματα και προσέλκυσε πάνω από € 5 εκατ. χρηματοδότηση. Το εργαστήριο SEIT απασχολεί σήμερα 10 άτομα προσωπικό, συμπεριλαμβανομένων 4 μεταδιδακτορικών επιστημόνων και 4 ερευνητών PhD, και έχει πρόσβαση σε εκτενείς εγκαταστάσεις και λογισμικό.

 

UPAT

 

CTE

 

CTI

 

CNR

 

NEW EDU

 

UCY

 

L'Università di Cipro (UCY) è stata ufficialmente fondata nel 1989. L'Università ha cinque facoltà, Scienze Pure e Applicate, Economia e Management, Scienze Umanistiche e Scienze Sociali, Lettere e la Facoltà di Ingegneria di recente formazione. Il Dipartimento di Scienze Informatiche, afferente alla Facoltà di Scienze Pure e Applicate, è uno dei dipartimenti più attivi dell'Università. Il Dipartimento è molto attivo nei settori della tecnologia dell'informazione e delle comunicazioni, ed sin da quando Cipro è entrato a far parte della Unione Europea è stato molto attivo nell'attrarre finanziamenti. Ha partecipato a oltre 150 progetti finanziati da varie strutture dell'Unione Europea. Il finanziamento complessivo è attualmente pari a circa 30 Milioni di Euro.

L'Università di Cipro partecipa al progetto Erasmus+ "World of Physics" coinvolgendo il Laboratorio di Software Engineering e Internet Technologies (SEIT), parte integrante del Dipartimento di Informatica. SEIT focalizza le proprie attività di ricerca su due importanti settori della tecnologia dell'informazione, ovvero Software Engineering e Internet Technologies. Nell'ambito delle Internet Technologies, il laboratorio si concentra sullo sviluppo della creatività e sugli ambienti di apprendimento avanzati, piattaforme e strumenti per l'implementazione di servizi di monitoraggio e assistenza sanitaria, servizi intelligenti e personalizzati per gli anziani e le tecnologie a supporto delle persone con disabilità. SEIT ha una vasta esperienza nel campo dell'applicazione delle tecnologie dell'informazione e della comunicazione (ICT) all'e-learning, all'apprendimento m-learning e all'apprendimento a distanza in generale, abbracciando il concetto del Life Long Learning. Questa competenza è sia a livello tecnico che a livello dello sviluppo di politiche e quadri di qualificazione per tali attività. Per quanto riguarda i temi correlati al programma Erasmus+, ha partecipato finora in 13 progetti Leonardo da Vinci, 3 progetti EUMEDIS, 2 PQ (programmi quadro), 1 INCO-DC e 3 progetti finanziati da fondi nazionali. Ha partecipato anche al progetto EMUNI e all'iniziativa VUSCC, entrambe legate al policy making e all'accreditamento delle qualifiche. Ha anche partecipato al progetto Interreg IVC Innofun, sullo sviluppo di politiche per l'imprenditorialità e l'innovazione. SEIT è stata coinvolta in 30 progetti finanziati dall'UE in numerosi programmi e ha attirato più di 5 milioni di euro di finanziamento. Il Laboratorio da lavoro attualmente a 10 persone, tra cui 4 ricercatori post dottorato di ricerca e 4 dottorati di ricerca e ha accesso a strumenti hardware e software innovativi.

 

UPAT

 

CTE

 

CTI

 

CNR

 

L’Istituto per le Tecnologie Didattiche (ITD) del Consiglio Nazionale delle Ricerche è un ente pubblico di ricerca fondato nel 1970. Le sue linee di ricerca sono finalizzate alla definizione, sviluppo e sperimentazione di tecnologie e metodologie didattiche basate sulle tecnologie informatiche per la comunicazione.

Il team di ricerca e sviluppo dell’ITD vanta professionalità interdisciplinari sia tecnologiche/ingegneristiche che metodologie e umanistiche.

Le principali finalità dell'U.O. sono:

- la promozione di ricerche indirizzate al mondo della formazione e dell'educazione per una migliore integrazione tra tecnologie e didattica;

- la valorizzazione edil trasferimento tecnologico di queste ricerche;

- la formazione.

 

Tra le varieattività si evidenziano:

• Svolgere ricerche nel settore delle tecnologie e delle metodologie per l’apprendimento;

• Progettare, sviluppare e sperimentare sistemi basati su ICT di supporto all’apprendimento e all’insegnamento;

• Organizzare ed erogare servizi tecnico-scientifici di alta qualificazione;

• Attuare accordi di collaborazione, contratti di ricerca e prestazioni per conto terzi;

• Partecipare a reti scientifiche nazionali ed internazionali.

L’ITD è impegnato in ricerche sulle metodologie e tecnologie per il mobile learning che hanno consentito in questi anni l’acquisizione di expertise nello sviluppo di sistemi per il mobile learning, accessibili anche agli utenti con disabilità visive, che integrano tecnologie wireless, sistemi di posizionamento, e motori di ricerca specializzati.

Essendo il contesto internazionale, in particolare in quello Europeo, strategico per il settore delle tecnologie didattiche, l'ITD partecipa sin dai primi programmi europei a molti progetti e collabora con i principali centri di ricerca Europei.

 

NEW EDU

 

UCY

 

UPAT

 

CTE

 

CTI

 

CNR

 

NEW EDU

 

UCY

 

UPAT

 

CTE

 

CTI

 

CNR

 

NEW EDU