The result will be addressed to all involved stakeholders, that would like to plan training in the distance and or blended learning form, comprising methodology, didactical guidelines and tips on the organisation of a training programme that fits the needs of the area and of learners, tools about the calculation of costs and hardware/software equipment needed for the set-up and running of the online course.

The output will be addressed to staff members of schools and training entities that would like to plan training in the distance and/or blended learning form, comprising methodology, didactical guidelines and tips on the organisation of a training programme that fits the needs of the area and learners, tools about the calculation of costs and hardware/software equipment needed for the set-up and running of the online course.

To ensure the relevance of the handbook and included knowledge resources to the needs of their users (e.g. employees of schools, municipalities and training entities), this output will also organise and implement actions to receive input from the potential providers of the DigiCAMP course in the partners’ countries, and motivate them to integrate the developed open educational resources and innovative delivery method in the services they provide to their citizens, members and/or students/pupils. The output will contain information about the 3D World, instructions for connecting and controlling the avatar as well as using all functionality in the world. Description of the different didactical tools implemented learning scenarios, types of learning material or available activities will be provided.

The output will consist of three parts:

  • the creation of a handbook as a complete document with recommendations for exploitation of 3D Virtual World educational platform, including online learning resources and game in school education,
  • methodical and didactical processes that can be used for most effective using of the 3D Virtual World as an online educational space,
  • guideline on how to plan, organize and evaluate learning activities in 3D virtual worlds.

The User Guide will present the “What”, the “Why”, and the “How” of distance learning and exploitation of virtual reality in education:

  • - What is a 3D virtual world?
  • - Why use 3D virtual worlds in education?
  • - What does mean distance learning in school education?
  • - How can the education process be more effective by using a 3D virtual world?
  • - How to evaluate knowledge obtained in 3D virtual world activities?

Moreover, the handbook will propose steps on how to improve the educational process through 3D virtual world educational platform and game for school education and will serve as a pedagogical tool on how to use them.