3D Applications and Virtual Worlds in Visual and Technological Education
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This research focused on the integration of 3D technologies (particularly VRML/X3D) in the curriculum of Visual and Technological Education in order to encourage and facilitate meaningful learning in young students through the integration of computers in the classroom and beyond through the use of multiuser virtual reality environments (face to face and e-learning).
This is an exploratory study developed primarily with a group of 6th grade students and with fainter ramifications for other groups of students and teachers. We explored the use of 3D modeling programs and virtual worlds with a working methodology based on constructivist assumptions and meaningful learning by focusing on individual creativity and social interactions in the learning process. The results show the feasibility and benefits of using these technologies in the curriculum area pointing to new curriculum approaches.