Produzindo experiências dentro de um ambiente virtual 3D: o uso do software SculptrVR
Resumo
Este artigo apresenta uma experiência realizada em um contexto informal de aprendizagem, com alunos de escolas públicas e privada no município de Osório, Rio Grande do Sul. Foram realizadas atividades de visualização e criação com a Realidade Virtual, as quais visavam explorar o processo de implementação da aplicação SculptrVR, a partir da criação de objetos e formas livres no ambiente virtual. A experiência apoia-se na abordagem educacional STEAM (Science, Technology, Engineering, Arts and Mathematics), por meio da solução de problemas, reflexão individual e criação colaborativa.
Palavras-chave:
Realidade Virtual, Criação, Educação, STEAM
Referências
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Publicado
24/11/2020
Como Citar
MORO, Roberta Gerling; VILLANOVA BIASUZ, Maria Cristina.
Produzindo experiências dentro de um ambiente virtual 3D: o uso do software SculptrVR. In: WORKSHOP DE INFORMÁTICA NA ESCOLA (WIE), 26. , 2020, Evento Online.
Anais [...].
Porto Alegre: Sociedade Brasileira de Computação,
2020
.
p. 179-188.
DOI: https://doi.org/10.5753/cbie.wie.2020.179.