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1. THE EUROPEAN SURVEY
1.2 Introduction
VETREALITY is a transnational project funded by the Erasmus+ Programme of the European Union
(2020-1-IT01-KA202-008380) in seven organisations from six EU countries work together to:
• foster innovative learning approaches and methodologies and provide digital skills for
teaching and training, as outlined in the EU Digital Education Action Plan;
• increase technological competences on VR (virtual reality) applications and competences
for facilitating SEN students’ access to WBL (work-based learning);
• promote VR in the frame of mobility as a mean to incentive the participation of SEN (spe-
cial education needs) students and assure equity and inclusion in all VET (vocational ed-
ucation and training) environments.
In the lifetime of the project (October 2020 to November 2022), the partnership develops the fol-
lowing three key results:
The VETREALITY e-Compendium for VET Teachers and Trainers for raising VET teachers’ and train-
ers’ awareness and knowledge on the best available VR applications to be used for facilitating the
learning process of SEN students aimed at their smooth access to WBL.
The VETREALITY Training Programme for VET Teachers and Trainers, for providing the target group
with knowledge, skills and competences needed for integrating VR technology into own teaching
and training methods aimed at supporting SEN students’ access to WBL.
The VETREALITY Mobility Tool Box for VET Teachers and Trainers for promoting SEN students’ in-
volvement in transnational mobility, facilitating their integration thanks to VR technology and ap-
plications.
The e-Compendium presented here is therefore the first central product in this EU project. It con-
tains three main areas:
In Chapter 2, we present the results of a comprehensive analyses of primary data, which were
collected in the course of several focus group meetings and then evaluated by the members of the
project group. In these Focus Groups, questions were explored as to the extent VR/AR/XR is already
known in VET and what experiences have been gained with it, which target groups and
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