About

Erasmus+ / KA220-VET – Cooperation partnerships in vocational education and training
The Power of AR and VR: Igniting Passion for Learning Through Innovative Technologies,
No.2024-1-PL01- KA220-VET-000243150
OVERVIEW
Cooperation Partnerships in Vocational Education and Training The Power of AR and VR: Igniting Passion for Learning Through Innovative Education
This is an Erasmus+ KA 220 VET project focused on overcoming barriers that hinder equal access to digital education. We recognize education as a key determinant in shaping the future of our society, which is why we are motivated to harness the transformative potential of Augmented Reality (AR) and Virtual Reality (VR) technologies. The project will run from September 1, 2024, to August 31, 2026, and involves collaboration with schools, NGOs, SMEs, and Universities. Our primary goal is to equip vocational education and training (VET) teachers with the skills and confidence needed to effectively integrate AR and VR technologies into their teaching methodologies. This includes training in using AR and VR tools, creating immersive content, and applying these technologies in vocational subjects as well as other school subjects.






OUR MOTIVATION
At the core of our proposal lies a belief in overcoming barriers that hinder equal access to digital education. We recognize education as a crucial determinant in shaping the future of our society, which is why we are motivated to leverage the transformative potential of Augmented Reality (AR) and Virtual Reality (VR) technologies. We are deeply convinced that every student, regardless of background, should have equal access to high-quality education that equips them with the skills needed to face modern digital challenges. By utilizing state-of-the-art technologies and pioneering methodologies, our mission is to nurture a generation of students who not only master digital tools but also possess essential traits such as critical thinking, problem-solving, and collaboration skills.
Our project aligns with the ET2020 working group’s report on vocational education and training. Moreover, our project fits within the EU Digital Education Action Plan, aimed at supporting the adaptation of education systems to the digital age. Our project addresses challenges related to the digital potential of educational and training institutions, teacher training, and the overall level of digital skills and competencies.
OBJECTIVES
Our project is based on a set of solid objectives aimed at removing identified barriers and achieving measurable results in line with selected priorities. These objectives are interconnected, creating a cohesive framework that supports digital education and vocational training while enhancing social inclusion and innovation.
Objectives:
- Enhancing Digital Competencies- our primary objective is to equip vocational education and training (VET) teachers with the skills and confidence needed to effectively integrate AR and VR technologies into their teaching methodologies. This includes training in using AR and VR tools, creating immersive content, and applying these technologies to vocational subjects as well as other school subjects.
- Empowering Teachers in Interdisciplinary Learning- our goal is to provide teachers with a comprehensive set of tools that enables them to integrate AR and VR content across various subjects, enhancing their ability to offer interdisciplinary learning experiences
- Improving Student Engagement and Learning Outcomes- by supporting interactive educational experiences, we aim to increase student engagement, critical thinking, problem-solving, and collaboration skills.
- Promoting Inclusion- our project emphasizes creating an inclusive learning environment by ensuring that AR and VR technologies are adapted to diverse students, including those with varying learning abilities and backgrounds.
INTELECTUAL OUTPUTS
Specific Outcomes
IO1: Vocational Teacher Training Program for AR and VR (Empowering Teachers in Digital Education). The goal of this outcome is to equip vocational education and training (VET) teachers with the skills necessary to effectively integrate AR and VR technologies into their classrooms. Through tailored training modules, teachers will learn innovative pedagogical techniques that enhance student engagement and collaboration.
IO2: AR and VR Toolkit for Interdisciplinary Teaching (Equipping Teachers with Practical Resources). IO2 provides VET educators with a user-friendly toolkit for implementing AR and VR in vocational disciplines. It includes scenarios, templates, and teaching examples that promote interdisciplinary integration, making it easier for teachers to apply these technologies across various subjects.
IO3: E-Learning Tablet Platform (Empowering Teachers through Interactive Learning). Focusing on the development of key competencies such as problem-solving and collaboration, these outcomes align with both the digital transformation priority and the need to adapt vocational education to the labor market’s needs. This platform will enhance the interactive learning experience for both teachers and students.
Linking Objectives to Priorities
Addressing Digital Transformation – our objectives focus on enhancing digital competencies among both teachers and students. By integrating AR and VR into vocational education, we directly address the need for digital readiness and capacity building.
Contributing to Innovation in Vocational Education and Training – through the innovative integration of AR and VR, we create dynamic and engaging learning environments that elevate the quality of vocational education, in line with this priority.
Aligning Vocational Education and Training with Labor Market Needs – by equipping students with skills that meet the demands of the modern labor market, we bridge the gap between educational requirements and industry needs, fulfilling this priority.





