DIGITAL LIBRARY
BUILD VR TRAINING TOOL
1 Polytechnic of Porto, LabRP ‑ CIR, ESS (PORTUGAL)
2 Polytechnic of Porto, CEOS.PP, ISCAP (PORTUGAL)
About this paper:
Appears in: EDULEARN24 Proceedings
Publication year: 2024
Page: 6358 (abstract only)
ISBN: 978-84-09-62938-1
ISSN: 2340-1117
doi: 10.21125/edulearn.2024.1499
Conference name: 16th International Conference on Education and New Learning Technologies
Dates: 1-3 July, 2024
Location: Palma, Spain
Abstract:
Virtual Reality (VR) technology is increasingly employed in educational and training settings due to its immersive, simulative, and gamification capabilities, which position it as a strategic solution for competency development objectives.

This presentation delves into the development process of a Virtual Reality Training Tool within the framework of an international cooperation project involving four European countries (Portugal, United Kingdom, Finland, and Austria) and Indonesia. The project aims to enhance the capacities of three distinct populations – staff, students, and community/stakeholders – within Indonesian higher education institutions (eight in total).

Drawing from an extensive needs assessment conducted across the aforementioned populations and institutions, the development process adopted an agile project methodology. This involved the iterative prototyping, deployment, testing, and refinement of the minimum viable product – the BuilD VR Training Tool. Focused on instilling safe behaviors and emotional self-regulation for dealing with nature disasters, this training tool harnesses 3D Computer Graphics technology and interactive scenarios in a earthquake scenario tailored for Oculus Quest 2 usage, offering a training duration ranging from 15 to 30 minutes.

This presentation will comprehensively outline the pedagogical development process, detailing the instructional design strategies employed. Additionally, it will provide an in-depth exploration of the BuilD VR Training Tool, elucidating its functionalities and features. Furthermore, tutorials for utilization and application by facilitators/trainers will be presented, ensuring optimal integration into educational and training environments.

Through this exposition, we aim to contribute valuable insights to the burgeoning field of Virtual Reality-based education and training, underscoring the significance of pedagogical considerations in the development and implementation of VR tools for learning and development.
Keywords:
Virtual Reality, Training, Learning and Development, Immersive learning, Simulation learning.