V.I.R.T.U.A.L
- Digital Transformation, Innovation in Education, VET
V.I.R.T.U.A.L.
The V.I.R.TU.AL. project, which stands for “Vocational Innovation Renewing Tourism Advanced Learning,” focuses on improving the quality and relevance of vocational education and training (VET) in the tourism sector. The project aims to address the challenges posed by the COVID-19 pandemic, particularly the disruption in practical training, by integrating advanced digital technologies such as Virtual Reality (VR) and Augmented Reality (AR) into VET curricula. The goal is to enhance the learning experience, improve employability, and foster stronger collaboration between VET institutions and the tourism industry in the Western Balkans.
Objectives
Results
Activities
Objectives
Objectives of the project
- Innovate teaching methodologies using digital tools like VR and AR.
- Equip students with the skills to use advanced technologies for better learning outcomes.
- Strengthen cooperation between VET institutions and the tourism sector to co-create digital teaching materials.
- Increase the employability of VET learners through updated curricula and practical, technology-based training.
- Enable VET providers to apply blended learning models that are resilient to disruptions like pandemics.
Results
Expected Results and Outcomes
- Improved understanding and retention of complex concepts through the use of VR/AR technologies.
- Updated and modernized VET programs that meet the evolving needs of the tourism sector.
- A trained cohort of VET trainers skilled in using digital tools and innovative teaching methods.
- Closer collaboration between VET institutions and the tourism industry, leading to more relevant training programs.
- Higher levels of student engagement, understanding, and employability due to the innovative teaching approaches
Activities
Project Activities
- Create digital teaching materials that incorporate VR and AR technologies for tourism-related VET courses.
- Conduct training for VET trainers to enhance their digital skills and pedagogical methods.
- Update existing VET curricula to include new digital and practical components, ensuring they align with industry needs.
- Establish smart classrooms equipped with VR/AR technologies to provide immersive learning experiences.
- Organize joint sessions with industry partners to ensure the relevance of teaching materials and curricula.
Project Partners
- TIBER UMBRIA COMET EDUCATION PROGRAMME (TUCEP), Italy – Coordinator
- Artes Srl, Italy
- Association of Citizens CEFE Macedonia Skopje, North Macedonia
- Professional College of Tirana (KPT), Albania
- European University of Tirana (UET), Albania
- UBT – Higher Education Institution, Kosovo