DIGITAL LIBRARY
APPLICATION OF PROJECT-BASED LEARNING IN ANIMAL HUSBANDRY USING FLIPPED CLASSROOM AND VIRTUAL REALITY
Institute of Information and Communication Technologies - Bulgarian Academy of Sciences (BULGARIA)
About this paper:
Appears in: ICERI2022 Proceedings
Publication year: 2022
Pages: 3786-3795
ISBN: 978-84-09-45476-1
ISSN: 2340-1095
doi: 10.21125/iceri.2022.0921
Conference name: 15th annual International Conference of Education, Research and Innovation
Dates: 7-9 November, 2022
Location: Seville, Spain
Abstract:
The development of modern education is closely related to the use of digital and information technologies in innovative teaching approaches. This also applies to training in animal husbandry, in disciplines such as animal engineering, veterinary medicine, etc. The present study aims to explore the possibilities of implementing project-based learning together with a combination of other approaches in the field of animal husbandry.

Project-based learning is a teaching method that has the potential to integrate various advanced teaching methods while being an interdisciplinary approach. In the article, a brief presentation of the method of project-based learning is made, the possibilities of application of the method in different age groups and disciplines of education are described. In accordance with the policy of the European Union for the digitization of education, the prospects of the project-based method for learning in a digital environment have also been examined. The combination of the project-based method with other innovative methods such as Flipped Classroom, Competency Approach, and use of Augmented Reality, as well as the integration of various digital technologies in the learning process are proposed.

Emphasis is placed on training in the field of animal husbandry and in particular the disciplines of animal engineering and veterinary medicine. A sample lesson was developed using the method of project-based learning in combination with the innovative methods and technologies such as Augmented Reality, Competency approach and Flipped Classroom. The Animal Engineering lesson presented demonstrates the possibilities of project-based learning to increase the interest, participation, and hybrid competencies of animal engineering students.

The achieved results of the conducted research show the potential of the project-based method for combining different innovative approaches and technologies in the learning process. The application of the method gives freedom of choice to the teacher and the student in the educational process, which encourages creative thinking through the manifestation of creativity and innovation, helps to build the key competencies of the 21st century.

The universality of the project-based approach, which works equally well in face-to-face and distance form of learning, in different age groups and disciplines of education, is proved. The method is a good integrator of the educational priorities in the Digital Education Action Plan (2021-2027) of the European Union.
Keywords:
Project-based learning, digital environment, hybrid competencies, animal engineering, creative thinking.