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dc.contributor.authorMakutėnienė, Daiva
dc.contributor.authorOvtšarenko, Olga
dc.contributor.authorSafiulina, Elena
dc.contributor.authorTiminskas, Edgaras
dc.date.accessioned2023-09-18T20:34:04Z
dc.date.available2023-09-18T20:34:04Z
dc.date.issued2020
dc.identifier.issn2603-5871
dc.identifier.other(SCOPUS_ID)85088380051
dc.identifier.urihttps://etalpykla.vilniustech.lt/handle/123456789/150882
dc.description.abstractIn modern teaching, it is necessary to use modern technological achievements to involve students in the learning process, to create and constantly develop interesting and relevant teaching materials. Educational materials in a playful form have the appropriate qualities. Game effects are associated with user participation in the interactive process and provide a high interest in the information offered. Getting feedback in the gameplay is not only an indicator of the success of the educational process but also a guide in the step-by-step movement of the student in the learning process. Simulators of different objects are effective educational material that is available to students, contains the necessary information and functions, is simple and intuitive to use. This article provides an overview of different simulators with the study of the impact of their use on the effectiveness of the educational process. One of the simulators is created in the teamwork of the project “Development of a virtual learning environment in technical higher education” (VirTec, 2018), funded by the Erasmus program for 24 months, which includes organizations from four countries: Estonia, Lithuania, Poland, Turkey, and Croatia.eng
dc.formatPDF
dc.format.extentp. 545-553
dc.format.mediumtekstas / txt
dc.language.isoeng
dc.relation.isreferencedbyScopus
dc.source.urihttp://ocs.editorial.upv.es/index.php/HEAD/HEAd20/paper/viewFile/11787/5692
dc.source.urihttp://dx.doi.org/10.4995/HEAD20.2020.11787
dc.source.urihttps://talpykla.elaba.lt/elaba-fedora/objects/elaba:72507014/datastreams/COVER/content
dc.titleEducation technology based on a 3D model of house VirTec
dc.typeStraipsnis konferencijos darbų leidinyje Scopus DB / Paper in conference publication in Scopus DB
dcterms.accessRightsThis work is licensed under a Creative Commons License CC BY-NC-ND 4.0
dcterms.licenseCreative Commons – Attribution – NonCommercial – ShareAlike – 4.0 International
dcterms.references13
dc.type.pubtypeP1b - Straipsnis konferencijos darbų leidinyje Scopus DB / Article in conference proceedings Scopus DB
dc.contributor.institutionVilniaus Gedimino technikos universitetas
dc.contributor.institutionTTK University of Applied Sciences
dc.contributor.facultyFundamentinių mokslų fakultetas / Faculty of Fundamental Sciences
dc.subject.researchfieldT 007 - Informatikos inžinerija / Informatics engineering
dc.subject.studydirectionB04 - Informatikos inžinerija / Informatics engineering
dc.subject.vgtuprioritizedfieldsIK05 - Virtuali ir pridėtinė realybė / Virtual and augmented reality
dc.subject.ltspecializationsL106 - Transportas, logistika ir informacinės ir ryšių technologijos (IRT) / Transport, logistic and information and communication technologies
dc.subject.envirtual learning environment
dc.subject.enengineering education
dc.subject.ensimulator
dc.subject.endigihouse
dc.subject.enlife-long learning
dc.subject.enfirst-year student
dc.subject.enconstruction specialties
dcterms.sourcetitleHEAd 2020: 6th International Conference on Higher Education Advances, Valencia, Spain 2-5 June, 2020
dc.publisher.nameUniversitat Politecnica de Valencia
dc.publisher.cityValencia
dc.identifier.doi2-s2.0-85088380051
dc.identifier.doi85088380051
dc.identifier.doi1
dc.identifier.doi10.4995/HEAD20.2020.11787
dc.identifier.elaba72507014


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