TÜBİTAK 4005 - About
With rapidly developing information technologies, transferring all kinds of data to digital environments through text and 2D and 3D visual models has become widespread, and this information has begun to be used in many technological solutions. Foremost among these technologies are Virtual Reality (VR) technologies. Rather than existing reality, VR allows completely free design built on a reality that does not exist but could. By visualizing objects that cannot be physically brought before learners, letting people feel present in environments they have never been to, and placing fields they cannot physically see (such as space sciences) before their eyes in full depth, VR eliminates problems such as the time spent on describing things, incorrect learning caused by inaccurate depictions, and learning that never happens because something is too difficult to depict; in doing so, it removes limits and accelerates learning.
The objectives of this project are:
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to provide the basic and hands-on training required for the use, development and dissemination of VR technologies,
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to increase the number of educators who wish to use VR applications in their teaching or to develop their own educational scenarios through gamification,
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to increase the potential for original learning techniques and high-quality educational applications to emerge.
To this end, hands-on camps will be organized to train middle and high school teachers and academic participants from universities, coming from both within and outside Istanbul, and participants will experience applications previously developed in the VR laboratory. Subsequently, those who succeed in the competition with the scenarios/projects they develop will share their experiences by giving presentations at the closing and award ceremony. The aim is to lay the foundations for innovative and original educational VR applications and, in turn, for interactive and effective teaching methods.
TR