3 ECTS; 1º Ano, , 7,0 PL + 14,0 TP , Cód. 31057.
Lecturer
- Luis Agnelo de Almeida (1)
(1) Docente Responsável
(2) Docente que lecciona
Prerequisites
Objectives
O1 - Understand the basics of immersive VR and AR technologies and their applicability in an educational context.
O2 Analyse how VR and AR can be used to enhance the teaching-learning process
O3 - Develop skills to create educational activities that integrate immersive technologies
04 - Plan and implement the integration of VR and AR in different subjects.
05 - Evaluate the impact of VR and AR activities on the teaching/learning process.
Program
CC1. Introduction to Immersive Technologies
Basic concepts of virtual reality (VR) and augmented reality (AR)
History and development of immersive technologies
Working principles of VR and AR devices
Current outlook and future trends.
CC2. Designing Immersive Experiences
Design principles for VR and AR
Immersive content creation tools and platforms
Storytelling and narrative techniques in virtual environments
CC3. Educational uses of VR and AR
Examples of the use of VR and AR in educational contexts
Benefits and challenges of integrating immersive technologies in education
CC4. Educational integration of immersive technologies
Strategies for implementing VR and AR in the classroom
Tools for creating VR and AR experiences
Developing lesson plans and activities using immersive technologies
Evaluate the impact of immersive technologies on learning
CC5 - Final Project
Evaluation Methodology
Participation and contribution to classes and discussions (20%).
Development of practical activities throughout the semester (30%).
Final project: creation and presentation of an immersive experience (50%).
Bibliography
- Blokdyk, G. (2019). Immersive Technologies A Complete Guide. EUA: 5STARCooks
- Garcia, R. (2023). Realidade Aumentada E Metodologias Inovativas Na Educação. Lisboa: Dialética
- Melo, M. e Bessa, M. (2024). Introdução à Realidade Virtual?- Conceitos e Aplicações. Lisboa: FCA
Teaching Method
Lectures.
Practical laboratory sessions.
Case studies and group discussions.
Collaborative work and project development.
Software used in class

















