ABSTRACT VIEW
Abstract NUM 2528

FRIENDLY INFORMAL IMMERSIVE CLOUD ALTERNATIVE (FII;)CA) - DISCOVER, PLAY, SOCIALIZE: LEARNING, TEACHING AND TRAINING ACTIVITIES
D. Berginc1, H. Bollaert2, J. Hautamäki3, J.M. Imbert4, D. Llamas Ruiz5, C. Martí-García6, J. Monteiro7
1 GEA College (SLOVENIA)
2 AP University of Applied Sciences and Arts (BELGIUM)
3 Centria University of Applied Sciences (FINLAND)
4 Associación Building Bridges (SPAIN)
5 Associación para la Investigación, el Diseño y la Inovación (SPAIN)
6 Universidad de Malaga (SPAIN)
7 ISPGAYA (PORTUGAL)
Friendly informal immersive cloud alternative (FII;)CA) – discover, play, socialize is a KA220-HED - cooperation partnerships in higher education - project, financed by the european union, through the Erasmus+ program, under contract n.º 2023-1-BE02-KA220-HED-000159576. The project, led by AP University of Applied Sciences and Arts, is implemented by a consortium of five European higher education institutions (HEI) and two non-profit european associations (involved in education).

The main objective of the project is directly related to an emerging issue in modern societies, online interaction. The project intends to increase knowledge of social virtual reality (SVR) and to encourage its use as a medium for communication and cooperation between and within organizations. The expected outcomes are the production of a digital ecosystem incorporating ready-to-use immersive spaces for the development of social activities, a virtual gallery exhibiting links to various immersive spaces, but also guidelines for the creation of SVR environments. It will also allow for the development of new courses that will use SVR for innovative learning and teaching practices.

The core task to be implemented, the digital ecosystem, will be achieved applying an active learning methodology, with the organization of 3 learning, teaching and training activities (LTTA). Each LTTA will involve 40 students and a minimum of 10 academics from the participating partners. Students will work in diverse, multidisciplinary and multicultural teams, supervised by the academic staff involved.

With 2 LTTA already developed, this paper intends to describe the essential aspects related to each of these activities. The structure of the events, the key elements associated with it, the main outputs achieved and changes introduced between the first and the second one, as a result of evaluation performed by the participating partners.

Introduction will allow for a contextualization of the project. Methodologial aspects related to the LTTA implementation follows. Results achieved in each of the events, and main changes introduced conclude.

Keywords: Social Virtual Reality, Active Learning, Soft skills, Digital skills.

Event: ICERI2025
Session: Immersive Reality
Session time: Monday, 10th of November from 17:15 to 18:30
Session type: ORAL