The VirTrain project builds upon the critical points regarding the Personal Learning Environments and Further Education of the PROCSEE project (Strengthening Professional Higher Education and VET in Central & South Eastern Europe, 2015-2019,Grant Agreement number: 2015-2660 Application reference: 562270-EPP-1-2015-1-SI-EPPKA3-PI-FORWARD), where both good practices examples as well as policy and other challenges to the topic have been collected. One of the main challenge is how difficult it is to come up with a not too complicated solution for all 3 parties, such as learners, teachers and institutions.
Following the trajectory of projects aimed at discovering the affordances provided to language training by advanced digital tools such as 3D digital worlds or virtual classrooms, this project shows high complementarity particularly with the GUINEVERE PROJECT (2017-2019, Project number: (2017-1-UK01-KA201-036783) demonstrated the potential of digital game-based learning in 3D immersive environments. Focusing the specified range of tools Guinevere promoted the acquisition of skills and competencies for language learners and instructors. The project itself was situated in a line of previously successful EU projects under the Lifelong Learning Programme and ERASMUS+ that aimed to establish a firm bond between language learning, intercultural communication and digital technologies.
The participating organisations have so far been active in the fields of VET and language training. The M.T.I. has a track record in online instruction including VR-based language training.
Another innovative aspect is to use the modern technologies that are said to be mostly causing the lack of attention to enhance the concentration. A highly promising aspect that the partner institutions share as a priority in their support of VET teachers and trainers is the pressing issue of attention or more importantly the lack of attention in students. Which is becoming more and more prominent as a challenge to be tackled for not only educational institutions. By its nature virtual reality induces complete immersion of the learner. Thus it is an excellent tool to be used for training. Therefore further research on the topic on the use of VR in teaching and learning has utmost importance.