Connection of a virtual-immersive 3D learning platform to the NBP using the domain example of a educational institution. Sub-project: Evaluation of a learning scenario in programming education


Objective: Concept development and validation of application scenarios in practical use for further education and study via the National Education Platform (NBP). Based on this, documentation of knowledge and experience of teachers and learners within AKAD via train-the-trainer events and prototype teaching events.

Step by step, the TriCAT spaces environment is being is prototypically further developed and continuously evaluated.  AVILAB2 develops and evaluates deployment scenarios and design principles for the virtual world of TriCAT spaces and makes them potentially available to a broad user community through connection to the NBP.  The focus is on broad usability in the context of higher education, but the results are transferable to other areas such as vocational education and continuing education, as well as in-company further education.

In the step-by-step development of complex prototypes, the focus is on simple adaptability to changing contexts or needs, and the interfaces and authoring tools are designed generically.

First of all, the social interaction will be optimized, further cyberphysical systems, as well as a pedagogical agent will be added. The prototype, which will be continuously extended will be regularly tested and evaluated in student seminars at the universities of the consortium.

The final congress for all project participants in the funding line is intended to make the results tangible and to further promote the widespread use, as well as the collaborative development of the interfaces in the direction of NBP and the active co-design of this project.

Research questions

How can pedagogical agents and/or a virtual learning environment support skill acquisition in example scenarios?

Scientific approach and methods

  1. Literature study and didactic method selection for virtual learning environment design.
  2. Literature study and systematization of competences in programming education
  3. Case study on the use of pedagogical agents in the example scenario of programming education:
  • Design of the learning environment
  • Design of pedagogical agents for the example scenario

Targeted results

  • Prototypical pedagogical agents for use in programming education with and without virtual world.
  • Methodically systematized tasks and tests in programming education
  • Findings on the social and didactic benefits of using virtual worlds in programming education
  • Findings on the benefits of the prototype of the National Education Platform
ManagementProf. Dr. Gero Lückemeyer
Grant No.16INB2005E
FundingFederal Ministry of Education and Research (BMBF)
Programme Initiative Nationale Bildungsplattform (Initiative National Education Platform )
Call for proposalGestaltung der Nationalen Bildungsplattform (Design of the National Education Platform)