VR for the entrepreneurship education

VR WILL CHANGE THE WAY HOW WE LEARN

New horizons

Open the world of VR learning

Today’s digital-born youth are not only a rising market force for virtual reality, they are the future of this technology. With new ways to leverage immersive technology, the younger generations are not only going to be early adopters, but also use virtual reality as a force to drive their future. 

Project proposal

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DESCRIPTION

Project will promote common understanding and access to entrepreneurship via Virtual Reality, gaming as a educational tool for young people and for educators, will raise awarenesses on online education and specially gaming and how can be used for better understanding youth themselves and the world, will support young people in transition moment in their life from schooling system into labour market, thanks to gaining entrepreneurship competence. Project is cross-sectoral, including CSR of business partners, will promote Visegrad values, visibility, and quality learning for entrepreneurship.

Our VR app will be based on research with young students and their teachers in all V4 and will bring the knowledge on entrepreneurship closer to all students- equally, even to those with disabilities or non availability of quality education. Our project addresses all V4 countries for research on youth and VR education, engagement, exchange of good practice for building VR app to educate entrepreneurship skills to youth.

OBJECTIVE

Increase the level of innovation in entrepreneurship education and development of opportunities to use new technologies among young people, teachers and educators from PL, SK, Cz, HU.

OPPORTUNITY

Creating a future education tool based on equal access, inclusion and well-being of all students as well as those from marginalized backgrounds.

SOLUTION

Free access mobile VR app for all youth thanks to free download, installation on own smartphone and use of carton VR goggles easy to make yourself Experience-based learning with use of gaming methodology for education purposes is a way for youth to learn while gaming and acquire the knowledge easier.

EDUCATION SECTOR IS DRIVING THE FUTURE OF VR IN TUTORING, STEM DEVELOPMENT AND DISTANCE EDUCATION

1

Gamification

Gaming is expanding educational trends. The advantage of VR is the impression of total immersion in the game, while AR contributes the capacity to transform

2

Digital educational materials

Popular trend is the evolution of traditional reading and writing materials that support learning (books, photocopies, etc.) toward a new ecosystem of digital resources. The growing availability of VR-based video games also implies a revolution in the materials offered in order to participate in an immersion experience and not
just look up information

3

Mobile learning

Students can explore the AR- or VR-based learning content in any order, whenever and wherever they wish, without being restricted by class schedules and the classroom, as long as they have the appropriate digital device. It offers the advantage (and the challenge) that anywhere can become a learning scenario and the activity can be designed in the most suitable simulated or real environment for its development .

4

Blended learning

One of the criticisms of the intensive use of learning is, precisely, the absence of a pedagogical plan, which integrates the resources offered by AR and VR within a sequence designed specifically for the development of competencies. This is why some authors prefer a blended model that combines the virtues of face-to-face learning (physical presence of a teacher, performance assessment, feedback from an expert) with those of online learning.

5

Expanded education

AR and VR can generate learning environments with the person who is learning as the protagonist, without the need for a specific program of study or the guidance of a teacher, according to the advocates of the concept of expanded education.

Project target

Project results

01

KNOWLEDGE

Get in-dept information on youth
and teachers needs and
expectations towards virtual reality,
entrepreneurship education, digital
learning, virtual world.

02

GAMING METHODOLOGY

Gaining entrepreneurship skills
which will support teachers in
classroom and educators.

03

VR APP

Virtual Reality Mobile Application
on entrepreneurship education.

04

WEB

WebSite for increasing the visibility
of the project, Visegrad Fund and
partners.

Project process

effective and sustainable

Research

Development

Testing

Access

About us

Mladiinfo Poland has 5 years of experience in youth projects in the area of innovation and education. Recently we worked on gaming as effective educational tools for education and work with young people, research on 8 Key Competences and workshop projects , build urban farms with youth, cooperate start-up for tackling SDGs, support local youth with entrepreneur skills. We are developing our own brand methodology SMART YOUTH.

Methodology is based off the current research going on that demonstrates societies that are SMART (equal, inclusive, democratic, social) are more peaceful, happy, holistic, healthy and sustainable