Virtual worlds are already a reality in Brazilian education

Virtual worlds are already a reality in Brazilian education




Photo: Pixabay

Inside the Colosseum in central Rome, students can watch crowds spread out in packed stands and interact with people and objects while following the events of the day. This scenario may seem strange, but it is one of the possibilities the Metaverse offers for teaching and learning content processes from early childhood education to higher education.

While interesting, this near-magical world is far from the reality of most students in Brazil and the rest of the world. For Luciana Allan, USP Ed.D., who specializes in digital technologies applied to education, it will still take some time for schools, teachers and students to rely on these resources.

“Before we consider metaverse, it is necessary to understand that we still do not have a technology that allows us to enjoy all the possibilities it brings. For this, sophisticated equipment is required, which is unrealistic in Brazil,” he elaborated.

Currently, the use of technical resources is already taking place in several areas of education. One of them is so-called gamification, or teaching through video games. Giselle Corso, coordinator of digital content for the Brazilian Learning System, says that this type of app is crucial for capturing the attention of children and teens: “Games are a language that students are used to. So it’s just knowing how to use it to achieve a particular Content’s Teaching Objectives”.

Learning Brazil Learning System, for the municipal public school system, has made two games free for children in public and private schools across Brazil: “Charadas do Corpo Humano” and “Eu sou DJ”. Additionally, kids can access augmented reality content in multiple curriculum components.

Education paves the way for the Metaverse

But what exactly is the metaverse? Luciana explained that it’s “an immersive environment where people wear an ‘avatar,’ a character, and can interact with that environment and the activities that take place there. It’s a very common concept in the game world. , and has been brought into education”.

So students can be inserted into a scene like a gymnasium, or even into an operating room, where they can participate in surgery with their colleagues. These are just a few examples of how this novelty can aid learning.

“Possibilities are many. Can provide getting informationgiving children access to differentiated resources, creating a personalized trajectory for each moment, creating opportunities for interaction and collaboration,” the expert emphasized.

However, this is a new way of teaching and working, so it is necessary to invest in training teachers to handle this technology and understand all the possibilities these environments offer.

Until this happens, not everyone has access to the necessary equipment, and a good option is to rethink what is being taught to facilitate hands-on experiences that help students absorb what is being taught. After all, as Luciana reminds us, it’s not just about technology, it’s about “understanding the potential of these tools and how each resource contributes to learning goals.”

Luciana is a guest on episode 45 of the podcast PodAprender, produced by Editora Aprendi Brasil, on “The Multiverse’s Impact on Education.”

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