Producing experiences within a 3D virtual environment: the use of SculptrVR software
Abstract
This article presents an experience carried out in an informal context of learning, with students from public and private schools in Osório, Rio Grande do Sul. Visualization and creation activities were carried out with Virtual Reality, which aimed to explore the process of implementing the SculptrVR tool, from the creation of free objects and forms in the virtual environment. The experience builds on the STEAM (Science, Technology, Engineering, Arts and Mathematics) educational approach through problem-solving, individual reflection and collaborative creation.
Keywords:
Virtual Reality, Creation, Education, STEAM
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Published
2020-11-24
How to Cite
MORO, Roberta Gerling; VILLANOVA BIASUZ, Maria Cristina.
Producing experiences within a 3D virtual environment: the use of SculptrVR software. In: WORKSHOP ON COMPUTING AT SCHOOL (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.
