VIBE’s primary objective is to demonstrate the transformative potential of VR and AR in STEM education. By adapting interactive, standardized VR technology for virtual learning environments, the VIBE team aims to enable the creation of authentic, hands-on training simulations for future STEM professionals, such as biomedical engineers, nurses, and doctors. This approach allows learners to develop critical skills and knowledge in a risk-free, yet highly immersive setting. Takin this approach into practice, VIBE has partnered with the SHIFT-HUB (https://shift-hub.eu/) project to showcase a selection of innovative Virtual Reality courses and educational materials. These are presented in English, in an online and on-demand format.
Introduction to the use of Virtual and Augmented Reality in STEM Education (Erasmus+)
This MOOC was developed in the context of the ERASMUS+ funded project “VIBE: Virtual Biomedical and STEM/STEAM Education” and provides an overview of the latest innovations in the field. The partners in this project are the University of Porto, University of Pécs, DEX Innovation Centre and Politechnika Slaska.
The 4-module course teaches the basic concepts of virtual and augmented reality, popular hardware and software platforms, and showcases examples of existing VR training programs that enhance the student experience. Each module consists of video lectures followed by a multiple-choice quiz. Learners who achieve a score of 50% or higher on all quizzes will receive a certificate of participation. The course aims to demonstrate how interactive, standardized VR technology can be adapted for virtual platforms to create authentic, problem-based learning experiences for future STEM professionals like biomedical engineers, nurses and doctors.
Website: https://www.nau.edu.pt/pt/course/introduction-to-the-use-of-virtual-and-augmented-reality-in-stem/
GRAPHICS AND MEDICAL IMAGING (eHealth EuroCampus)
This eModule is designed to equip learners with the expertise and understanding of Medical Imaging and Digital Image Processing, and their utilization in the healthcare sector. The goal of this module is to impart fundamental knowledge and insights into the technologies used in creating virtual environments and serious games enriched with medical imagery and video content. Upon completion of this module, learners will be capable of identifying a challenge in the medical field, determining the needs and requirements, and then proceeding with the design, creation, and execution of the required virtual environment or serious game. Access to the contents of this module is free, but a sign-up is required.
Website: http://ehealtheurocampus.eu/output-5-graphics-and-medical-imaging
Introduction to Virtual Reality (Goldsmiths, University of London)
The course titled “Introduction to Virtual Reality” on Coursesity and Coursera is a free online course designed for individuals interested in learning more about virtual reality. The course aims to teach the principles of VR technology and help learners understand what they can build in VR1. It covers the basic history of VR development, the physical principles of VR including display, optics, and orientation tracking, and the role of comfort & presence in VR development1. The course also provides insights into the differences between native, game engines, and web platforms, and explains how tracking in VR works1. By the end of the course, learners will have a basic understanding of the Unity platform interface and will be able to install and open a project in the Unity platform. This course is self-paced and taught by industry experts. It is a great starting point for anyone looking to delve into the world of virtual reality. This course can be taken for free (7-day trial) but access requires sign-up
Website: https://coursesity.com/course-detail/introduction-to-virtual-reality-1
Integrating Virtual & Augmented Reality in Higher Education Curricula (Erasmus+)
The VRinHE project (Integrating Virtual and Augmented Reality in Higher Education Curricula) is an Erasmus+ funded initiative that aims to build the capacities of Higher Education institutions and their staff to integrate Virtual and Augmented Reality (VR/AR) in teaching and learning.
The VRinHE project, funded by Erasmus+, aims to build the capacities of Higher Education institutions and staff to integrate Virtual and Augmented Reality (VR/AR) into teaching and learning. It is developing four key tools to achieve this: a Toolkit with resources and best practices for incorporating VR/AR into course design, a training course for academics on using VR/AR, a free MOOC open to a wide audience, and awareness-raising materials to promote the value of VR/AR in higher education. By providing these resources and training, VRinHE supports the digital transformation of universities and helps develop 21st century digital skills among learners, while increasing participation rates and improving the quality of higher education opportunities across Europe. Free access but requires sign-up.
Website: https://www.vr-in-he.eu/
REVEALING project (Erasmus+)
The REVEALING project aims to create virtual reality (VR) learning environments that can be seamlessly integrated into the curricula of Higher Education Institutes (HEIs). These VR environments will resemble interactive, 3D virtual classrooms where both students and teachers are represented by customizable avatars. The virtual classroom will display the lesson’s teaching materials, such as presentations, videos, and 3D models, in a highly immersive and engaging manner.
In addition to the virtual classroom, the REVEALING project will develop two VR-based learning scenarios designed as gamified educational quests. These scenarios will take place in specialized VR environments, challenging students to solve a series of interactive exercises and puzzles in order to successfully complete the quest. The gamified approach is intended to enhance student motivation and knowledge retention through an experiential, problem-solving learning experience.
By creating these versatile VR learning tools, the REVEALING project aims to empower HEIs to seamlessly integrate cutting-edge virtual reality technology into their curricula, transforming traditional classroom-based instruction into dynamic, immersive learning experiences for students. Free access but requires sign-up.
Website: https://revealing-project.eu/
Virtual Reality-based Training to improvE digitAl Competences of teacHERs (Erasmus+)
the VRTEACHER project aims to provide effective education responses related to educators’ training via a novel VR-based pedagogical approach for virtual practicum. It addresses the need for modernization and digital transformation of teacher education by reinforcing educators’ digital skills and readiness through immersive, experiential VR training that reflects real-life scenarios faced during a crisis. The project targets pre-service and in-service educators, offering a flexible, risk-free environment for experimentation, reflection, and performance maximization.
The expected results include a competence model framework, a VR-based teacher training platform, an evaluation framework and impact assessment tools, and best practice guidelines for VR-based approaches in teacher education. By empowering educators with key skills like empathy, adaptability, and classroom management in crisis situations, VRTEACHER promotes inclusive, high-quality education that leaves no student behind, even during a pandemic.
Website: https://www.vrteacher.eu/
INnovative Training via Embodied Learning and multi-sensory techniques for inclusive Education [INTELed] (Erasmus+)
The INTELed project supported special and general education teachers in acquiring knowledge and skills for using multi-sensory technologies like VR to address the needs of students with special educational needs (SEN) in inclusive classrooms. This was achieved through an innovative training method grounded in embodied cognition theories, embodied learning research, and multi-sensory technologies. The training approach was validated through pilot studies in partner country schools. The partners collaboratively developed and presented the pedagogical framework, training model, instructional materials, and implementation and evaluation procedures. INTELed aimed to establish a sustainable Community of Practice (CoP) around its innovative training method to empower teachers and promote inclusive education for SEN students. Currently available online are the translated training modules in English, Greek, Spanish and Italian. These modules are developed for trainers wishing to implement the INTELed methodology. The contents are free, under Creative Commons license, and fully downloadable.
Website: https://www.cyprusinteractionlab.com/inteled/
These resources, from European and mostly EU funded authors, have been selected due to their affordability and flexibility, as to be adapted to the schedules of STEM students and professionals. For more courses on other topics on health technology/smart health, please visit: https://shift-hub.eu/resources/