IMPROVING SKILLS AND COMPETENCIES IN VIRTUAL AND AUGMENTED REALITY

IMPROVING SKILLS AND COMPETENCIES IN VIRTUAL AND AUGMENTED REALITY

project enhances employment for people with international backgrounds by teaching XR skills and using XR tools to engage and motivate the unemployed

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With the fast digitalization that has taken place in society, three bottlenecks have been identified in the digital skills improvement framework, which can be an obstacle at both individual and organizational levels. In order to eliminate known bottlenecks, and to address the perceived needs, the project exploits the identified potential of XR technology. In this project XR is eXteded reality that consist virtual reality VR, augmented reality and mixed reality MR. In this project at individual and organizational level capabilities to utilize training facilities and virtual environments based on XR technologies will be taught and developed. Employment opportunities for people with a international background will be improved by providing them with the opportunity to acquire specialized skills using XR technologies. XR technologies are also utilized to activate and engage the unemployed. The project will be implemented and the acquired new digital competence will be made visible by utilizing micro-credentials, i.e. small sets of skills that are rated with credits. Implementation includes training days for organizing virtual meetings, creating a network, as well as workshops. The project is background based on e.g. studies produced through the Academy of Finland, VTT, TEK and LUT's own research. The results of the project are measured by using concrete numerical metrics, such as the number of skills completed (number of participants and credits), the scope of the learning measured in teaching hours and the number of workshops and video recordings, number of implemented MOOCs and number of application examples. In addition, the project will provide a virtual learning network and learning environment and learning material that will be available afterwards to participants and the companies they represent.

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Bigscreen 2, Valve Index, Meta Quest 3, HTC Vive Pro 2, Computer, Phone,