Intelectual Output






The Handbook

One of the objectives of the project is to adapt the ProjectX's methodology to teletraining through the application of virtual reality. Currently, there is a manual for the design of projectX that includes methodological guidelines and the forms with the minimum data that a projectX's must include: learning outcomes, tasks, evaluation,etc....). The projectX's try to reproduce real processes that are carried out in a professional environment of a company, so they are "real" tasks with the limitation of spaces physical and equipment available

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VR-Projectx

The definition of the VR projectX's will be carried out following the instructions that have been compiled in the first intellectual result of the project, which is the manual for the design of the VR ProjectX’s. At least 4 VR ProjectX will be designed. Those responsible for the writing will be the partners with experience in professional training: Valdorio, IBW, GUIA and Xabec. 4 will be selected VR ProjectX's from different professional families, so that it can cover a greater number of VET qualifications and therefore can be used by a greater number of students and achieve a greater impact and greater possibilities of transferability between the centers of the INNMAIN network.

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Development in VR

The definition of the VR projectX's will be carried out following the instructions that have been compiled in the first intellectual result of the project, which is the manual for the design of the VR ProjectX’s. At least 4 VR ProjectX will be designed. Those responsible for the writing will be the partners with experience in professional training: Valdorio, IBW, GUIA and Xabec. 4 will be selected VR ProjectX's from different professional families, so that it can cover a greater number of VET qualifications and therefore can be used by a greater number of students and achieve a greater impact and greater possibilities of transferability between the centers of the INNMAIN network.





Integration of the VR ProjectX in Platform

The programming of the VR ProjectX's is an important task, but from the pedagogical point of view, the use of these resources in the educational environment of vocational training. For this, it is necessary that the didactic resources in virtual reality be associated with learning outcomes and processes of evaluation. In this way, the didactic resource goes from being a simple game to a VR ProjectX's. For this reason, it is necessary to implement the VR ProjectX's in an elearning platform.

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