AUGMENTED REALITY Erasmus Project
General information for the AUGMENTED REALITY Erasmus Project
Project Title
AUGMENTED REALITY
Project Key Action
This project related with these key action: Cooperation for innovation and the exchange of good practices
Project Action Type
This project related with this action type : School Exchange Partnerships
Project Call Year
This project’s Call Year is 2020
Project Topics
This project is related with these Project Topics: New innovative curricula/educational methods/development of training courses; ICT – new technologies – digital competences; EU Citizenship, EU awareness and Democracy
Project Summary
In the present day, called the information age, the process of learning and teaching, interaction between individuals, informatics technologies and daily life are in a change (Özmen, F, Aküzüm, C, Sünkür, M. 2012).Today, the transfer of information is traditional becasue of the developments in science and technology goes away from the methods. The newest of the contemporary methods developed in the transfer of information is Augmented Reality applications. Augmented Reality integrating the physical World with the virtual in real time and having the same frame technology that targets (Özarslan, Y. 2011) Augmented Reality applications can present the learners without abstraction from the real environment and learning with the instant interactions can make the process more fun and meaningful. Learner having fun in the learning process and learning effective learning takes place as long as it actively participates in the process (Özarslan, Y. 2011). With the adaptation of augmented reality technology to curriculums, we aim to move away from the traditional teaching methods, which are insufficient, to provide permanent learning for students and graduate with sufficient knowledge of 21st century information and communication technologies.
In order to realize our goal, we will bring together different applications of this technology together with the schools we have partnered with in our project, and will bring a different perspective to the lesson methods and techniques in participating schools. Sample lessons will be taught with augmented reality technology for one week at each partner school, and their positive effects on students will be observed and continued in practice. The purpose of learning environments in our age is to train individuals who can easily access and use information and adapt to technological developments (Asst. Prof. Dr. Agâh Tuğrul KORUCU). By contributing to this necessity of our age with our project, we will create a teaching environment that will enrich learning and support modern objects by supporting real objects.
PROJECT GOALS:
We aim to be the leading schools in innovative applications by using the augmented reality technology, one of the most up-to-date educational methods of the digital age, to develop the skills of the participants in the field of information and communication technologies and to use these technologies during the lesson.
To get rid of traditional teaching methods in education and implement innovative methods such as project based learning
To increase the quality of education in accordance with today’s technology
Increasing the digital competencies of our teachers and students
To strengthen the communication of our institution with EU countries, to establish awareness of EU citizenship
To discover innovative information and communication technologies used by EU countries in education systems
PARTICIPANTS: EYUPSULTAN IMKB VOCATIONAL AND TECHNICAL HIGH SCHOOL, Räpina Ühisgümnaasium, ISTITUTO ISTRUZIONE SUPERIORE BERNALDA FERRANDINA, Second Gymnasium “7 Marsi”, Siauliu r. Meskuiciu gimnazija. Three teachers from these schools will attend.
DEFINITION OF ACTIVITIES: TURKEY-USİNG AUGMENTED REALİTY İN TEACHİNG, ITALY- ONLINE CLASS APPLICATIONS, ESTONIA-AR APPLICATIONS (MATERIAL PREPARATION), REPUBLIC OF NORTH MACEDONIA-3D PRINTER USE, LITHUANIA-3D GLASSES (WEARABLE TECHNOLOGIES) -MARKER USE
Method: Quantitative research method will be used in project studies. Questionnaires and attitude scales will be used to collect data. Our project topic is that by using augmented reality and 3D printer in lessons, efficient learning environments will be created, and permanent learning will be provided and student motivation will increase. As the research universe will constitute all schools in the context of the subject, three teachers from five different schools from five different countries will be determined according to certain criteria. These twelve teachers participating in the trainings within the project will form the sample to represent the research universe. Survey will be used as research design. Standard data collection tools will be used and data will be collected systematically.
As a result of the lessons taught together with the competencies acquired by the teachers, students will gain creative thinking, critical thinking, solution-oriented thinking skills with project-based teaching, and in this case, they will affect their orientation in the long term as they will reflect on their perspective. With these technologies they meet, they will have the desire to turn to different professions and they will have the advantage in the professions they turn to since they will experience the 21st century technology skills. Our aim for our project is not to try and transfer our experiences within the project, but to realize the gains in practice, to see the lessons taught with these achievements, and to play a leading role in all the countries we participate in the project.
EU Grant (Eur)
Funding of the project from EU: 96135 Eur
Project Coordinator
EYUP IMKB MESLEKI VE TEKNIK ANADOLU LISESI & Country: TR
Project Partners
- ISTITUTO ISTRUZIONE SUPERIORE BERNALDA FERRANDINA
- Siauliu r. Meskuiciu gimnazija
- Second Gymnasium “7 Marsi”
- Räpina Ühisgümnaasium

