Presenter(s): Regina Maria Bäck, Rainer Wenrich and Birgit Dorner
The fourth industrial revolution aka Industry 4.0 has impacted the educational sector in many ways. Opportunities and challenges such as emerging educational technologies, students with highly developed digital skills entering education, curriculum design for both existing and emerging disciplines just to name a few need to be addressed in teaching & learning (T&L) related research preparing the education sector to address both 21st century T&L challenges and opportunities. This workshop focusses on research addressing the opportunities and challenges of creating innovative learning spaces for the 21st century with particular focus on mobile technologies and augmented reality-driven applications and initiatives.We are excited to see you all soon!!!
IMPORTANT Information for Attendees:
Group I
Having Oculus Headsets? Please install the following programs before attending the workshop
- SculptrVR - http://www.sculptrvr.com/
Group II
Do you have Access to Steam?
- Install Anyland - https://store.steampowered.com/app/505700/Anyland/
- Check out Sansar World Creation opportunities: https://help.sansar.com/hc/en-us/sections/205417827-Creator-Tools
Group IIIFor desktop-participants:
- Mozilla Hubs in Art education!? Have a look at Spoke: https://hubs.mozilla.com/spoke
- Get familiar with Cospaces www.cospaces.io
SocialVR offers a variety of learning opportunities as embodiment in spheres for creation and exploration. Hybrid creativity in participatory media culture meets agency beyond physical limitations. Yet, with strong affective and multi-sensorial stimulation, it is vital to match learners` heterogeneous abilities and preconditions. This workshop is addressing art educators as well as XR- platform designers for joint interdisciplinary perspectives. How do platforms engage or inhibit creative potential? How accessible and safe are SocialVR environments for creative purposes? We suggest a classification of SocialVR scenarios in art education and respective quality criteria. The criteria as suggested stretch from accessibility, room for creativity and aesthetic
flexibility to ethical implications.