DOI: https://doi.org/10.15587/2519-4984.2020.193115

Use of virtual reality and digital technologies for studying folklore in Ukraine's educational institutions

Oleksandr Pydiura

Abstract


This article describes the phenomenon of using virtual reality for educational purposes using the synergy of folkloristics and digital technologies as an example. It is not difficult to agree with the opinion that virtual reality today is an ideal learning environment. The concept of using virtual reality technologies for education and science is fully implemented in the virtual reality software and hardware complex for education - VE 3D ieCenter. With the help of this hardware complex, it becomes possible to use virtual reality for studying folklore by pupils or students. The expediency of using the 3D Internet as a means of increasing the interactivity of the educational process is argued. The desire to break beyond the two-dimensional presentation of information has led to the creation of dynamic virtual technologies. Today, new perspectives in the form of 3D information on the Internet are available for teachers in educational and information technologies. Using virtual and augmented reality technologies, students of secondary and higher educational institutions will be able to interact with objects in virtual space or participate in important historical events. Virtual and augmented reality technologies should be applied in the field of education, primarily because the educational system must adapt to complicating processes, models, and theories and students need to operate with a lot of information and new ways of presenting it.

As an example of the use of virtual reality during practical classes on the study of folklore, the article described the structure of an interactive quest and a seminar


Keywords


interaction; synergy; virtual reality; 3D Internet; interactive quest; folklore; animalistic tale

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References


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ISSN 2519-4984 (Online), ISSN 2519-4976 (Print)