This case study is about the DLAB2 Project. For this project a wide variation of technologies were used such as: makeymakey, microbit, plankpad, VR, etc.
Our focus was to bring movement into the classroom with exergames. Excergames are gamification through movement. One of the technologies we used to get moving, was Virtual Reality(VR). VR is a reality that crosses our own movement boundaries,meaning your body will stay put within a classroom, however, what you see could be miles away or fantasy. For example, our students were playing table tennis against the computer; if the students wanted to they could have played with friends from around the world.
The pupils from Denmark and England got to make 3 dimensional pictures of their schools. Later on, the pupils from the other schools got to see through VR how the school in Denmark looked like as if they were present. The Danish pupils noticed in particular that the English pupils wore school uniforms and also the size difference of the schools. The 3D model exchange sparked a lot of interest. Later on when the students got to talk live they were more interested to learn more and through this communication they connected with one another.
Want to try? – for this perhaps some of the pictures attached.
Thomas and Julie