How to train teachers in designing educational virtual reality games: a perspective from the organizers
Resumo
The rise of technologies being applied to classrooms, mainly serious educational games, has created a need for proper training and qualification of teachers in using those resources. The teachers’ lack of experience and knowledge often leads to the technologies not being used to its fullest potential, and in some cases, it leads to them not being used at all. This way, it’s critical for researchers to try to address this problem, using their expertise in the subject to create and apply projects and activities geared towards training teachers to use and, sometimes, even develop their own educational digital resources. With this in mind, we created a workshop that aimed to train teachers to design their own educational serious games for Virtual Reality, with 5 participants qualified and 4 game projects. In this work, we present our perspective of this workshop, discussing the issues we noticed, the lessons learned, and future actions.
Palavras-chave:
Serious Games, Workshop, Virtual Reality, Teachers Training
Referências
Johannes Breuer and Gary Bente. 2010. Why so serious? On the relation of serious games and learning. Journal for computer game culture 4 (2010), 7–24.
Christian Pierce Fabris, Joseph Alexander Rathner, Angelina Yin Fong, and Charles Philip Sevigny. 2019. Virtual reality in higher education. International Journal of Innovation in Science and Mathematics Education 27, 8 (2019).
Sam Kavanagh, Andrew Luxton-Reilly, Burkhard Wuensche, and Beryl Plimmer. 2017. A systematic review of virtual reality in education. Themes in science and technology education 10, 2 (2017), 85–119.
Valentin Kuleto, Milena Ilić P, Monica Stanescu, Marko Ranković, Nevenka Popović Šević, Dan Păun, and Silvia Teodorescu. 2021. Extended reality in higher education, a responsible innovation approach for generation y and generation z. Sustainability 13, 21 (2021), 11814.
Dana Ruggiero. 2013. Video games in the classroom: The teacher point of view. In Games for learning workshop of the foundations of digital games conference, chania, Greece.
Christian Pierce Fabris, Joseph Alexander Rathner, Angelina Yin Fong, and Charles Philip Sevigny. 2019. Virtual reality in higher education. International Journal of Innovation in Science and Mathematics Education 27, 8 (2019).
Sam Kavanagh, Andrew Luxton-Reilly, Burkhard Wuensche, and Beryl Plimmer. 2017. A systematic review of virtual reality in education. Themes in science and technology education 10, 2 (2017), 85–119.
Valentin Kuleto, Milena Ilić P, Monica Stanescu, Marko Ranković, Nevenka Popović Šević, Dan Păun, and Silvia Teodorescu. 2021. Extended reality in higher education, a responsible innovation approach for generation y and generation z. Sustainability 13, 21 (2021), 11814.
Dana Ruggiero. 2013. Video games in the classroom: The teacher point of view. In Games for learning workshop of the foundations of digital games conference, chania, Greece.
Publicado
03/06/2025
Como Citar
COURA, Laura; FORTES, Reinaldo; DELABRIDA, Saul.
How to train teachers in designing educational virtual reality games: a perspective from the organizers. In: ACM INTERNATIONAL CONFERENCE ON INTERACTIVE MEDIA EXPERIENCES WORKSHOPS (IMXW), 25. , 2025, Niterói/RJ.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2025
.
p. 129-132.
DOI: https://doi.org/10.5753/imxw.2025.8060.