About EduVenture®
EduVenture® is an integrated GPS-supported outdoor mobile learning system by which teachers can facilitate students to conduct inquiry-based fieldtrips outside the classroom. The system consists of EV-Composer; EV-eXplorer, and EV-Retriever.
The EV-Composer is a cloud-based platform for teachers to design before the fieldtrip an outdoor inquiry learning electronic resource, namely, LOCALE (Location-Oriented Context-aware Learning Environment). The EV-eXplorer is a mobile app by which students can access the LOCALE via GPS-enabled mobile tablets. Embedded scaffolds will pop up and guide the students to probe into the exploratory spots when they physically step in the corresponding geo-locations. The EV-Retriever is a cloud-based platform for retrieving the students’ fieldtrip proceedings logged on the cloud during the fieldtrip. It provides a reference for students to conduct post-fieldtrip reflection and reporting and for teachers to understand the students’ learning process so as to prepare for post-fieldtrip debriefing and meta-discussion.
EduVenture® solves the following pedagogical problems which usually happen in the traditional form of outdoor fieldtrips:
– Learning takes place in a teacher-centred manner.
– Students’ learning motivation cannot be sustained.
– Scaffolds are not effective enough.
– Collaboration among students is weak.
Uniqueness and Competitive Advantages:
– Provide teachers with a complete approach (before, during, and after the fieldtrip)
– Promote students’ motivation in inquiry learning
– Facilitate students to sharpen their higher-order thinking skills
– Align with the key mobile learning initiative in the Education Bureau’s 4th IT in Education strategy
Abstract:
EduVenture®-VR is the latest sub-system of the learning platform EduVenture®. EduVenture®-VR provides immersive 360° VR learning experience for students in an affordable and scalable way. A user-friendly authoring web-interface is available for teachers to compose tailor-made VR teaching materials for their students. EduVenture®-VR enables interactive learning experience in the VR world. Ultimately, the teacher can gather students’ feedback for the sake of further discussion or analysis.
Problem to be solved:
- Being a good substitution for fieldtrips which locations are difficult to reach, dangerous or even impossible to reach (e.g. overseas countries, volcanoes, outer space);
- Increases student’s motivation to learn, explore and inquire through the VR world;
- Provides a simulated one-to-one mentorship, allowing student to interact with his/her teacher anytime, anywhere;
Applications:
- Learning and teaching of the formal curriculum (e.g. Geography / Liberal Studies fieldtrips)
- Other learning experience (e.g. overseas travel, wildlife adventure, etc.)
- Vocational simulation and experience
Target Users:
- Primary and secondary school students
- Vocational school students
Updated status:
- Over 30 primary schools, 50 secondary schools and 5 special schools have integrated EduVenture®-VR in their learning and teaching activities
- 15 Secondary schools have initiated whole-year VR projects by using EduVenture®-VR to teach and learn. These projects are being funded by the Enriched IT Activities Programme (EITAP), The Government Chief Information Officer (OGCIO)
- From Jan 2017, monthly teacher training workshops have been organized by CLST and Education Centre of Excellence (CoE), Education Bureau (EDB)
Uniqueness and Competitive Advantages:
- Low cost (Google Cardboard) equipment
- Easy-to-create interactive VR experiences (e.g. Multiple choice, voice dialogue, teleport between VR scenes)
- Promote school-based and tailor made teaching materials for students with different learning needs.
- Serve as a VR teaching material resources bank for local schools and the Hong Kong community.