VIRTUAL REALITY TRAINING FOR HEALTHCARE PROFESSIONALS
The ViReTrain project team designed and developed three authentic complex and multi-perspective virtual reality (VR) scenarios based on a specific pedagogical concept framework. An Educator’s Handbook was also authored which guides users and compliments the experience.
The foremost objective of the work is to support greater use of VR in vocational nursing education. To facilitate this outcome a number of complimentary streams of work were completed. Initially, extensive research was undertaken focusing on the existing use of VR within the field of nursing education, and the results of which are published in three public reviews. Based on Darmann-Finck’s educational heuristic, a pedagogical concept for VR-supported learning situations was developed. The pedagogical concept led to the creation of well-grounded and theoretically underpinned modules which mirror the complexities of reality. A VR- tutorial and three stand-alone VR scenarios were designed and developed by the team to support students in gaining competencies across chosen areas of nursing, namely surgical care, respiratory care, and acute stroke care. The Educator’s Handbook (available in English, German, Danish and Finnish) provides a brief explanation of the pedagogical concept, gives a step by step guide on how to use the VR equipment, describes the three modules developed and provides an overview of the VR scenarios themselves.
The focus of VR-intense is on developing innovative VR tools and concepts that allow students to explore universities and study programs across Europe in a completely new way. Using VR headsets, learners will not only experience virtual tours of European educational institutions but also improve their social and communication skills. The project partners aim to provide comprehensive learning experiences in European citizenship for seminars and lectures.
The main objective of VR-intense is to create VR-integrated teaching and learning environments for higher education. The project partners are working together to program, implement, and evaluate a VR environment that combines blended learning and digital media. This approach aims to develop sustainable and transferable strategies for the use of VR in higher education. A particular focus is on developing VR tools for virtual field trips and collaborative interaction across Europe.
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The Young Creators project focuses on taking 3D printing into schools with a practical approach that empowers its learners. The idea is to develop an easy and accessible lesson plan for teachers to implement with their students, who in return become active within a creator community. Not only do we focus on obtaining the skills of printing through a 3D printer into schools, we also encourage teachers and students to take the first steps into learning 3D software that allows them to create amazing and personal results.
The focus will be on creating miniatures and tying the activities to art classes. The motivation for students will be in seeing their results come to life by helping them create gaming miniatures in the Blender 3D design program, preparing them for print, printing the miniature and then painting them. We see the possibility of giving teachers a quickstart guide to assist them with 3D printing in their school. It would make sense to tie this into the maker space movement as well and open up further possibilities. Future opportunities for a maker space movement is a possibility with this beginning step.
The project was funded by the European Union. Views and opinions expressed are however those of the author(s) only and do not necessarily reflect those of the European Union or the European Education and Culture Executive Agency (EACEA). Neither the European Union nor EACEA can be held responsible for them.
Critter Trainer is a new learning approach to teach programming and computational thinking in a fun way. You can buy and train critters with special abilities and let them race against each other on different tracks. Find the most efficient ways for them to master the problems each track offers and become the best at critter racing!
See WebsiteWe are currently working on a mobile game in which players have to solve criminal cases in groups of three.
See WebsiteWithin the projects GaBaLEARN and TCI we have developed a serious game for nursing education. Take Care is freely available in both major App Stores and focuses on displaying complex cases in nursing casework which happen in the daily life of a caretaker. Take Care lets the player experience seven unique days, each one focusing on a specific topic.
See WebsiteThe project Against the Shadows is a combination of an app and a creation tool which lets you create a campaign for your students. Give them questions you want them to answer to fight against the shadow monsters that tries to conquer the world. This tool is free to use as an open educational resource as it has been co-funded by the Erasmus+ Programme
See WebsiteDINeuroNe is a complex app that allows doctors and learners to do very complicated search queries for illnesses based on symptoms in an easy and intuitive way. Our search engine is based on over 450.000 links between symptoms, attributes and illnesses, making this a very strong tool. The database is being expanded continuously by doctors based on real sources to keep the data basis of the tool on a high standard.
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