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Virtual Reality (VR) and Education

The European Commission (EC) has developed a number of directives and requirements that apply to the use of VR in education. These directives and requirements are designed to ensure that VR is used safely and responsibly in the educational environment.


EU VR Directives and Requirements


Here are some of the main EU directives and requirements for VR in education:


Directive 2011/83/EU on consumer rights


This directive requires VR products and services to be safe for users and meet their expectations.


Directive 2011/83/EU on consumer rights applies to all products and services offered to consumers in the EU, including VR. This directive requires VR products and services to be safe for users and meet their expectations.


In the context of VR in education, Directive 2011/83/EU has several important applications.

  • a requirement that VR products and services are safe for use by students and primary/secondary school pupils. This includes a requirement to protect against potential risks such as nausea, disorientation or injury.

  • a requirement that VR products and services meet the expectations of primary/secondary school pupils and students. This includes requiring content that is appropriate for the age and developmental level of students.

  • a requirement that VR products and services provide primary/secondary school pupils and students with the necessary information and training to be able to use this technology safely and responsibly.

Here are some concrete examples of the application of the VR Directive in education:

  • VR products and services must be tested for safety to ensure they do not pose a risk to students.

  • VR content should be appropriate for the age and developmental level of students. Teachers and educators need to be trained on how to use VR safely and responsibly in the educational environment.

Directive 2014/35/EU on low voltage electricity


This directive requires VR products to meet certain safety standards regarding low voltage electricity. This directive requires VR products to meet certain safety standards to prevent the risk of fire, electric shock or other accidents.


The directive has several important applications:

  • requirements for VR products to be designed and manufactured in a safe manner. This includes requiring the use of high-quality materials and components, as well as the implementation of effective safety measures.

  • requirements for VR products to be safety tested to ensure they meet the directive's requirements.

  • requirements that VR products be provided with safety instructions to inform users how to use the products safely.


Here are some concrete examples of how the Directive applies to VR in education:

  • VR products must be designed in a way that prevents the risk of fire or electric shock.

  • VR products must be made of high-quality materials and components that are resistant to wear and tear.

  • VR products must be safety tested to ensure they meet the directive's requirements.

  • VR products must be provided with safety instructions to inform users how to use the products safely.

By following the requirements, VR products can be used safely in the educational environment.


In addition to the Directive, there are other EU directives and requirements that apply to VR in education. For example, the General Data Protection Regulation 2016/679 (GDPR) requires VR products and services to protect users' personal data.

  1. Directive 2016/679 (GDPR) for the protection of personal data

This regulation requires VR products and services to protect users' personal data. The regulation applies to all organizations that process personal data of EU citizens, including educational organizations. It requires organizations to protect the personal data of their users, such as primary/secondary school pupils, students, teachers and educators.


In the context of VR in education, GDPR has several important applications.

  • requiring VR products and services to protect the personal data of the students who use those products and services. This includes a requirement to collect and use personal data only in a lawful and transparent manner.

  • The GDPR requires VR products and services to give pupils and students control over their personal data. This includes requiring pupils and students to be able to delete or amend their personal data.

  • The GDPR requires VR products and services to have adequate security measures in place to protect personal data from unauthorized access, use, disclosure, alteration or destruction.


GDPR Application for VR in Education:

  • VR products and services must not collect students' personal data without their consent.

  • VR products and services must provide students with the ability to delete or modify their personal data.

  • VR products and services must have security measures to protect personal data from unauthorized access.

Recommendations related to directives, regulations and DigComp


By following these recommendations, educational organizations can ensure that VR is used safely and responsibly in the educational environment.


Teachers and educators need to be trained on how to use VR safely and responsibly in the educational environment. This training should include information about the directives and regulations that apply to VR, as well as the potential risks and benefits of using this technology.


Educational organizations should develop policies and procedures for the use of VR in the educational environment. These policies and procedures should be based on EU directives and regulations as well as good practice for the use of VR in education.

Educational organizations should provide primary/secondary school pupils and students with the opportunity to familiarize themselves with the directives and regulations that apply to VR. This familiarization can take place through training programs, seminars or other forms of training.


Examples of application in practice


Specific examples of how these recommendations can be implemented in practice:


  • Schools can organize training courses for teachers and educators on the use of VR in education. These courses can be organized by the schools themselves or by external training providers.

  • Ministries of education can develop national policies and procedures for the use of VR in the educational environment. These policies and procedures can be adapted to the specific needs of each country.

  • Educational organizations can include information about the directives and regulations that apply to VR in their school programs. This can be done by incorporating safety and responsibility topics into digital skills.

Digital Competence Framework (DigComp)


The Digital Competence Framework (DigComp) is comprehensive and includes a wide range of digital skills needed to succeed in today's world, reflecting the latest trends in digital technology. It is updated regularly to reflect changes in technology and the way people use technology.


In addition, DigComp is useful to various stakeholders, including educational organizations, employers and citizens. The framework can be used to develop curricula, assess digital skills and promote the use of digital technologies.


Educational organizations


Educational organizations can use the Digital Competency Framework to develop school programs that prepare students for success in the digital economy.In our modern world full of technology and digital innovation, digital competence is becoming an integral part of the educational process. Educational organizations face the challenge of providing their pupils and students with not only the basic knowledge, but also the skills and competences needed to successfully cope in the digital world. In this context, DigComp (Digital Competences) is the framework that plays a key role in identifying and assessing these competencies.


Employers


Employers can use the Digital Competence Framework to assess the digital skills of job applicants. Today, technological innovation is changing at an extremely high speed. That is why digital competence is becoming an indispensable and valuable part of the skills that employers are looking for in their employees. In this context, DigComp (Digital Competences) plays a key role in meeting the needs of employers and in training qualified and competent professionals.


Communication and collaboration are changing the way we work. Employers are looking for employees who can work in a team and communicate through digital technologies. The ability to collaborate and communicate effectively with colleagues and customers is key to the success of many organizations. Problem-solving skills are a skill that employers look for in all occupations.


The citizens


Citizens have the opportunity to improve their digital skills and take advantage of digital technologies.Information and information literacy is imposed as a necessity in the era of extremely easy access to information and data. Citizens must be able not only to seek and evaluate information, but also to recognize its source and reliability.

On the other hand, digital content creation allows citizens to express themselves and their ideas in an innovative way. This allows for creativity and self-realization. Also, safety is an essential part of digital competence, as citizens need to protect their personal data and their sphere of privacy online.


In today's world, DigComp isn't just an option, it's a required competency. Citizens who possess digital skills have greater participation in society and greater opportunities for success.





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