Pre-Conference Workshop A8
A8 - Learning in an Immersive Online Multiplayer 3D/VR Environment
Date Wednesday, Nov 22 Time – Price: 90.00 € Status: places available
Henk Massink
Senior Lecturer Civil Engineering, Ambassador of Blended Learning (ICTO Coach) , Avans University of Applied Sciences, Netherlands
As a Senior Lecturer in Civil Engineering for nearly 20 years, my expertise lies in water-related subjects, particularly water management and fluid dynamics. I have a profound interest in integrating ICT into education, which led me to take on the role of ICTO coach at my academy. At Avans, we emphasize blended learning approaches, and I firmly believe that leveraging 3D and VR technologies can offer significant advantages in education, especially within the built environment field. Consequently, I have embarked on the development of a 3D / VR learning environment using Unreal Engine 5.
Sander Peters
Game Developer, AVANS HOGESCHOOL, Netherlands
Sander Peters graduated as a game designer in 2021. He has worked on multiple VR educational environments. For example, at Enversed studios he worked on BHVR, a virtual fire and clearance training. Now, he works at Avans applied university, where he is developing a virtual world for waterway fluid dynamics education.
This pre-conference workshop introduces participants to an online multiplayer 3D VR learning environment initially designed for Civil Engineering students, with plans for its future application across other subjects.
Within this environment, students create avatars and collaborate in groups to complete assignments, with their progress stored in a database accessible to instructors. This interactive 3D world enables students to directly experience the consequences of their actions and calculations, while the multiplayer feature promotes collaboration and teamwork.
Throughout the workshop, attendees will have the opportunity to fully engage with educational content within a 3D VR setting. This hands-on experience offers a direct understanding of the advantages and potential of immersive learning. Participants will actively partake in interactive tasks, simulations, and visualisations, gaining insights into how a 3D VR environment can foster greater engagement compared to conventional methods.
Furthermore, participants will directly observe how interaction with 3D VR technology and collaborative learning spaces nurtures essential skills, including teamwork, problem-solving, critical thinking, and adaptability to new technologies
The overall workshop agenda includes
- Introduction to the project
- Immersion in the learning environment (creating avatars)
- Completion of assignments in 3D/VR
- Discussion about potential applications of the learning environment.
Audience
The workshop's target audience encompasses anyone interested in utilising 3D VR for educational purposes.