The workshop exhibited immersive VR and AR applications, featuring educational materials from the Medical University. It was aimed at representatives from various medical disciplines. The session commenced with a concise presentation by Peter Hillebrand, highlighting the distinctions between AR, MR, and VR (collectively known as XR). Subsequently, attendees participated in an interactive workshop, where they…
Virtual Biomedical and STEM/STEAM Education
Duration of the project:
01/11/2021 – 01/11/2024
In the XXI. century, information technology, and more recently, the Covid-19 crisis have reshaped our education system. Distance education learning has proved to be an effective, reliable, easily standardized, and, in general, cost-effective way of learning.
Internationally recognized e-learning platforms have been widely used in education, however, the use of digital and VR based platforms is not yet generally accepted, despite having certain advantages. The current challenge is not to invent new technologies but to ensure that educators can develop effective ways to deliver curricula in high-quality VR environments.
This immersive and innovative means of visualization, the interaction and flexibility mean virtual reality systems are unmatched in terms of engagement and motivation with education, and also provide a scalable platform and a relatively easy-to-share solution for massive online learning.
The main objective of the V.I.B.E project is to revolutionize and reshape medical and STEM education and develop the digital competences of participants and other stakeholders, using available innovative VR based IT methods and solutions, aiming to establish a connection between medical and STEM skills.
A Virtual and Augmented Reality Medical Workshop, showcasing the transformative potential of immersive technologies in healthcare and education, is set to take place the day after tomorrow (25.05.2023.), bringing together medical professionals and experts to explore the latest advancements and applications in the field.
High school (K-12) national biology contest. Cellular structure related tasks were created in VR. Students had to place named parts of a cell to their appropriate places, identify parts of cells and answer questions. The end goal is to implement VR to biology education and exam situations, and a contest is an ideal testing ground…