DIGITAL LIBRARY
HOW TO MAKE BIOLOGY FUN WITH VIRTUAL REALITY – CASE STUDY FROM ALIVE PILOT EVALUATION
1 Slovak University of Agriculture in Nitra (SLOVAKIA)
2 Základná škola, Benkova 34 (SLOVAKIA)
3 České centrum odborného vzdělávání, z.ú. (CZECH REPUBLIC)
About this paper:
Appears in: EDULEARN23 Proceedings
Publication year: 2023
Pages: 603-609
ISBN: 978-84-09-52151-7
ISSN: 2340-1117
doi: 10.21125/edulearn.2023.0254
Conference name: 15th International Conference on Education and New Learning Technologies
Dates: 3-5 July, 2023
Location: Palma, Spain
Abstract:
For the past three years, education across the countries of the European Union has been significantly affected by the COVID-19 pandemic. One of its consequences was the need for teaching in primary schools using digital technologies and online platforms, which has become more important than ever before.

Online or distance education places great technical and methodological demands not only on schools and teachers but also on parents. The ALIVE project – Fun biology with virtual reality brought a solution that in the future can help at least partially eliminate the problems that the necessity of transitioning to online education brought. With its activities, it brings outputs that will facilitate the education of the Alpha generation, i.e., children who have been using smartphones since they were toddlers, knows how to solve several things at once, but their attention spans quickly decrease, so in addition to technology, they also need a change in approach to their education.

The project, which was successfully completed on 31.12. 2022, created ALIVE Game-based 3D virtual world, an online learning platform material based on 5 learning modules, where students can find study materials that integrate and complement their previous knowledge.

In the article, we present the results of the pilot verification of the outputs of the ALIVE project, in which the following target groups of the ALIVE project participated:
- Teachers at primary and secondary school level (ISCED 2-4).
- Students/pupils aged 10-16.
- Entities interested in offering biology/natural science courses.
Keywords:
Virtual reality, education, Erasmus+.