<< Background >>In terms of effective VR/AR integration into the HE curricula, instructors, academics, and learning designers, need in-depth education and training concerning what VR/AR is about, how to integrate into lectures, how students could benefit from utilizing VR/AR, and how their own pedagogical approaches and classes could be boosted by using VR/AR applications. As a response, the VRinHE project focused on addressing the learning needs of universities and instructors, by building their competencies to develop learning-outcomes-oriented curricula that better meet the learning needs of students, in engaging and interactive ways. Faculty members across partner institutions collaborated and implemented trans-disciplinary approaches and innovative pedagogies such as VR supported student-centered learning, inverted learning and research-based learning which have promoted the acquisition of transferable skills. The target groups were better prepared to implement VR and AR digital tools for creating engaging curricula, learning activities and assessment that advance learners’ digital competences, inline with the European Commission’s 2021-2027 Digital Education Action Plan that suggests digital transformation for education at all levels.<< Objectives >>VRinHE aimed to build the capacities of HE institutions and their staff, to integrate Virtual and Augmented Reality in teaching and learning, targeting key EU priorities. The project have sustainable promoted digital transformation of the HE sector, by providing relevant stakeholders with innovative methods, approaches and guidelines to increase the participation rates, improve the quality of HE, and foster university learners’ digital, 21st century skills. A discussion onthe importance of following coherent strategy and policy also was initiated. Specifically, the VRinHE project aimed at:1.Building the competences of academics, learning designers, and teaching staff in integrating VR/AR in the design and delivery of courses. 2.Developing a Toolkit, a training course, and a MOOC on integrating VR/AR in higher education3.Raising awareness on the need and value to integrate VR/AR in HE in close cooperation with all stakeholders involved, including universities, SMEs, policy makers. 4.Improving the supply of quality higher education opportunities for all.<< Implementation >>The VRinHE project has followed an evidence-based approach for all development. The drafting of this proposal was based on examining the best practice VR/AR projects and initiatives, to understand what works and what does not. To inform the development process and validate the results, key local stakeholders were involved throughout the project life cycle. Partners constantly returned to their local stakeholder forums, for testing, peer reviews and feedback. The project was practice-oriented and was measured by its practicality. With key stakeholders engaged throughout the project, the methodology was interactive, based on a design, evaluation, and revision approach to maximize the practicality of the proposed educational resources. Initial research conducted has found wide-ranging theoretical issues related to VR/AR in teaching and learning. The overall aim of the project was to improve the quality and relevance of HE teaching, by using cutting-edge research and technology tools. Specifically, it aimed to: -Build the competences of academics, learning designers, and teaching staff in integrating VR/AR in the design and delivery of courses -Develop a Toolkit, a training course, and a MOOC on integrating VR/AR in HE.<< Results >>The specific material project results to be produced and provided to the wider society are the following: Result 1: Toolkit for integrating VR/AR in teaching and learning Result 2: Deliver a VR/AR training for HE interdisciplinary team Result 3: E-learning platform and MOOC on using VR/AR in higher education institutions Result 4: Policy and practice guidelines for integrating VR/AR in Higher education. The non material results, expected to be achieved through the project development and the partnership, are the following: -Raising awareness of the target groups, stakeholders, and policy makers about VR/AR applications for digital transformation -A network of least 200 target group members and stakeholders from all over Europe (HEI, research centers and associations, IT companies, public authorities at local, regional, national and EU levels etc.) -Partners’ active application of the project outcomes in their professional practices after the project’s completion; the results will also be freely accessible through various means, to anyone interested. The project outcomes expected to derive from the above are: -Improved capacity of universities to modernize their teaching and learning, their curricula, and practices.
