On March 30, 2023 the Multiplier event of the project “ReCreate History through 3D, Game Design and Virtual Reality” was held in Lithuania. The event took place at Vilnius Joachim Lelevelis Engineering Gymnasium. Heads of schools, teachers and students from Vilnius city and district gathered for it. Guests from Vilkaviškis district Pilviškiu “Santakos” high school also participated.
During the event, the head of the “Robotics School” Paulius Briedis introduced the participants to the project and its achievements and demonstrated the works created by Lithuanian, Slovenian and Romanian students: stories, 3D models and three-dimensional games about the selected cultural heritage object in their city or region. The platform play.gaminu.eu was presented to those gathered, where the methodical material created during this project is placed in English and the languages of the partner countries, as well as in Lithuanian. The methodological material is free and open to all interested parties. On the platform, you can also find methodologies developed during other Erasmus+ projects for innovative STEAM activities at school.
Newly developed teacher qualification programs were also presented to the participants, including the one created on the basis of this project and dedicated to the integrated teaching of technology and history for formal and non-formal education.
The presentations were followed by a discussion during which school leaders, teachers and students shared insights and experiences about the opportunities and challenges of integrated education.



There were also practical sessions during which the participants became better acquainted with the topic of creating 3D models using the photogrammetry method. Attendees learned how to upload 3D models to the SketchFab platform and provide textual information in selected areas of the model. This technology was used in the project to create 3D models of cultural heritage objects. “Robotics School” was responsible for the preparation of methodological materials for this topic. Prepared slides suitable for use during lessons, as well as lesson plans for the teacher to effectively prepare for the lesson.






Each of the participants, with the help of “Robotics School” teachers, created a basic educational computer game on the theme of cultural heritage. After the practical activities, the participants filled in self-reflection sheets, the results of which showed that teachers would be inclined to use the methodological material created during this project as an integrative material during the lessons of their taught subject. Teachers believe that the methodological material (certain parts of it) could be integrated into history, IT, technology or art lessons. The students also saw the meaning and benefit of such teaching – in their opinion, the use of such methodical material would make the lessons more interesting.
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