Educ-avatar - SCOPES Digital Fabrication

Lesson Details

Age Ranges
Standards
Fab-Programming.2, Fab-Design.2
Author

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Author

Studio 5
Studio 5
Informal educator
In line with the Ministry of Communications and Information Technology’s Digital Youth Strategy, STUDIO 5 is mainly aimed at nurturing youth as digital learners by sharpening their 21st century learning skills, as they develop in an all-pervasive digital environment. In… Read More

Summary

This is an international workshops, where participants from different parts of the world were introduced to the subject of the workshop, the International Day of Education event. They got the chance to discuss their thoughts and ideas about the importance and the future of Education. They were also introduced to the Co-spaces platform where they learned how to customize their own character and design their environment, expressing their vision of the future of Education.

What You'll Need

  • Computer/ Laptop.
  • Internet connections.
  • Cospaces platform: https://cospaces.io/edu/
  • Presentation.

 

Lesson Materials

The Instructions

Introduction

Duration: 5 min. The organizers will wait for the participants to join, introduce themselves, and have an ice-breaking activity.

1- Introduce yourself.

  • The organizers introduce themselves briefly.

2- Wait for all students to join.

  • Ask the participants to share their name and open the camera if possible.
  • Ask where the participants are joining from.

3- Ice breaking activity.

  • Ask general questions like “what is the capital of Qatar” and let the participants share their answers in the chat. 

 

Presentation

Duration: 10 min. The instructor will explain the topic of the workshop, some technical concepts, and what is the digital prototype of this workshop.

Introduction to Microsoft Teams interface.

2- The reason we are celebrating this day (The International Day of Education).

  • Highlight the importance of education and its affect on human beings.

 

3- Brainstorming: how do you imagine future classrooms to be like?.

  • Allow the participants to use their imagination and express their ideas.

4- Explain the difference between virtual and real.

  • Virtual: non-tangible, require devices.
  • Reality: tangible, no devices required.

5- Explain the meaning of Virtual Reality.

  • Virtual Reality (VR) is a computer-generated environment with scenes and objects that appear to be real, making the user feel the immersion.

6- Explain how VR works.

  • Design the scene.
  • Build the settings.
  • Connect the hardware 

7- The uses of VR.

 

8- Question to participants: Have you experienced VR before.

  • Ask the participants to share their VR experiences, how they felt, and what was it about.

9- Introduction to Co-spaces platform.