Development and Implementation of XR Virtual Edu
Platform for Teacher Training in Immersive Technologies.
DOI:
https://doi.org/10.29147/datjournal.v11i1.1007Keywords:
Immersive Education, Virtual Reality, Augmented Reality, TPACK, XR Virtual EduAbstract
The growing use of immersive digital technologies, such as Virtual Reality (VR) and Augmented Reality (AR), promoted by the evolution of mobile devices, offers a transformative potential for education, allowing a more active learning experience, through the interaction of the student with the object of study in an immersive and interactive way. Based on this, this article aims to present the process of creating the XR Virtual Edu website, which helps teachers to incorporate immersive digital technologies into their educational contexts through MOOC courses. Due to the need to combine pedagogical, content and technological aspects to train teachers in the development of solutions with AR and VR, TPACK, Design Thinking and Microlearning were used as theoretical and methodological bases. Finally, XR Virtual Edu presents itself as a potential tool for training teachers in the use of immersive technologies in the teaching-learning process.
Downloads
References
AZUMA, R. T. A survey of augmented reality. Presence: Teleoperators & Virtual Environments, v.6, n. 4, p. 355-385, 1997.
BIOCCA, F.; LEVY, M. R. Communication in the age of virtual reality. New York: Routledge, 1995.
BROWN, T. Design Thinking: uma Metodologia Poderosa para Decretar o Fim das Velhas Ideias. Editora Elsevier, 2009.
CAROLEI, P. Game out: o uso da gamificação para favorecer a imersão nos diversos espaços educativos no ensino superior. In: TIC educa, 2012, Lisboa. *Towards education 2.0*. Lisboa: Universidade de Lisboa, 2012. v. 1. p. 2704-2715.
FERNANDES, B. C. A.; SÁNCHEZ, J. F. Realidade aumentada aplicada ao design. *Holos*, v.1, 2008, p. 29.
GILSTER, P. Digital Literacy. New York: John Wiley & Sons, 1997.
JERALD, J. The VR book: Human-centered Design for Virtual Reality. Nova Iorque: Association for Computing Machinery, 2015.
KIRNER, C.; KIRNER, T. Evolução e Tendências da Realidade Virtual e da Realidade Aumentada. In: RIBEIRO, Marcos Wagner; ZORZAL, Ezequiel Roberto (Orgs.). *Realidade Virtual e Aumentada: Aplicações e Tendências*. Porto Alegre: SBC, 2011. p. 8-23.
KIRNER, C.; SISCOUTO, R. Fundamentos da Realidade Aumentada. In: KIRNER, Cláudio; SISCOUTO, Robson (Orgs.). *Realidade Virtual e Aumentada: Conceitos, Projeto e Aplicações*. Petrópolis: SBC, 2007. p. 2-21. Disponível em: <http://de.ufpb.br/~labteve/publi/2007_svrps.pdf>. Acesso em: 05 jan. 2024.
KRETZ, F. Le concept pluriel de l’interactivité ou l’interactivité vous laisse-t-elle chaud ou froid. In: *Bulletin de l’IDATE.* Paris: Centro Georges Pompidou, n.20, jul. 1985.
LAUREL, B. Computer as Theatre. 2nd ed. Reading: Addison-Wesley, 2014.
LÉVY, P. Cibercultura. Tradução de Carlos Irineu da Costa. São Paulo: Ed. 34, 1999.
MILGRAM, P.; KISHINO, F. A taxonomy of mixed reality visual displays. *IEICE Transactions on Information Systems*, v. 77, n. 12, p. 1321-1329, 1994.
MISHRA, P.; KOEHLER, M. Technological Pedagogical Content Knowledge: A Framework for Teacher Knowledge. *Teachers College Record*, v. 108, n. 6, jun., p. 1017–1054, 2006. Disponível em: https://one2oneheights.pbworks.com/f/MISHRA_PUNYA.pdf. Acesso em: 22 nov. 2023.
NORMAN, D. N. The design of everyday things. New York: Doubleday, 1988.
PEDROSA, I. Da cor à cor inexistente. São Paulo: Senac Nacional, 1977.
TORI, R.; DA SILVA; HOUNSELL, M. Introdução à Realidade Virtual e Aumentada. Porto Alegre: Editora SBC, 2018.
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2026 DAT Journal

This work is licensed under a Creative Commons Attribution 4.0 International License.






















