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PRODUCING EDUCATIONAL CONTENT IN VIRTUAL REALITY

QUALIOPI VR TRAINING

Mixed route: €3,990 excluding VAT per person*
Software licenses: Included

Duration: 92 hours (4 months)

*Decreasing scale depending on the number of people in the same entity

This training program offers you a comprehensive path to mastering virtual reality (VR) and educational scriptwriting. It is divided into four major parts, covering 5 fundamental skills.

 

Part 1 introduces you to general VR acculturation. You will discover its historical evolution, its influence in cinema and pedagogy, as well as the technical details of VR headsets. This part also addresses technological monitoring linked to the production of immersive content and the limitations of VR and augmented reality.

Part 2 focuses on the study of the needs and constraints of a VR project. You will be able to define the educational intention, identify the target users, plan the necessary adaptations and identify the constraints imposed by the client and then define a budget.

With part 3, the emphasis is placed on the use of a SaaS or game engine type virtual tour creation tool. You will delve into all its specificities, from its installation to mastering its technical functionalities, everything by learning to script educationally in VR without programming or typing a single line of code. The block concludes with rendering optimization and its distribution for different OS.

 

In summary, this training is a gateway for anyone wishing to excel in the design, development and distribution of educational VR content, relying on SaaS tools for creating virtual tours or game engines. Exercises practices, bi-monthly webinars (virtual classes) and various assessments enrich and consolidate your learning for an in-depth educational experience. You will have access to a private and secure server for your data transmissions. Paid software licenses are provided by Digital-ambition (Average value: €1,200 excluding tax).

Program updated on 08/27/2023 - General training note:(first students in the course).

OBJECTIVE N°1

Know the history and fundamentals of VR: At the end of this training, you will be able to trace the evolution of virtual reality, understand its cultural impact, and identify the main technical characteristics of VR headsets.

OBJECTIVE N°2

Master educational design in VR: After completing this course, you will be able to clearly define an educational intention for a VR project, identify the specific needs of your target audience and adapt your content according to the constraints of the project.

OBJECTIVE N°3

Know how to create and optimize immersive worlds: You will learn to develop virtual worlds using a game engine or another tool, to script effectively in VR and to optimize your rendering for distribution adapted to different entertainment systems. exploitation.

TRAINING PROGRAM

MODULE 1
5H

GENERAL ACCULTURATION TO VIRTUAL REALITY (VR)

The introduction to Virtual Reality (VR) covers VR, AR, MR terminologies, the history of VR, the technical specificities of VR headsets, monitoring of immersive content, and the limits of VR and AR.

MODULE 2
5H

STUDY OF PROJECT NEEDS AND CONSTRAINTS

The study of the needs and constraints of the project includes the determination of the educational intention, the identification of end users, the anticipation of necessary adaptations, the collection of financial and material constraints, and the definition of technical specificities according to these constraints.

MODULE 3
6H

DESIGN OF THE EDUCATIONAL SCENARIO AND PREPARATION OF MEDIA OBJECTS

The design of the educational scenario and the preparation of media objects cover the definition of educational objectives, nodal modeling of the scenario, determination of necessary interactions and media, scheduling of nodes, evaluation of available audiovisual media, initial processing media, their organization for efficient production, and storage and archiving techniques.

MODULE 4
9am

UNDERSTAND THE USE OF A VIRTUAL TOUR CREATION TOOL OR GAME ENGINE

Understanding the use of the SaaS-type virtual tour creation tool begins with its installation and the start of the first project. We then explore its technical possibilities, the main functionalities of the interface and account creation. The training focuses on the functionalities of the skin tabs, media objects, and the export and publication interface. Finally, an overview of the sub-tabs and possible actions is carried out.

OR

Master creating 3D worlds for VR with a game engine. Install and configure your first project, explore technical capabilities with a visual scripting tool, and prepare a scenario. Get familiar with the interface, structuring 3D objects, importing content, and setting up Skybox, 360° videos and 360° photos. Design a scene in 3D and manage the creation of multiple scenes.

MODULE 5
5 p.m.

MASTER EDUCATIONAL SCRIPTWRITING IN VR ON A VIRTUAL TOUR CREATION TOOL OR GAME ENGINE
Mastering educational scripting in VR with a virtual tour creation tool requires mastering the import, prioritization and settings of media objects. Learn how to preview your scenes, configure global settings, and create a user interface. Discover and use various hotspots, integrate assessment tools like quizzes, and master advanced optimization techniques.
OR

The design of the educational scenario using a game engine and the preparation of media objects cover the definition of educational objectives, nodal modeling of the scenario, determination of necessary interactions and media, scheduling of nodes, evaluation of audiovisual media available, the initial processing of media, their organization for efficient production, and storage and archiving techniques.

MODULE 6
4H

MASTER RENDERING AND ITS DISTRIBUTION ON A VIRTUAL TOUR CREATION TOOL OR GAME ENGINE
Control rendering and its distribution by optimizing the visual quality of your projects using a virtual tour creation tool. Learn how to export to executable for local use on MAC or Windows and export to WEB format for use in VR headset. Understand and master the provision of your online experience via an FTP client.
OR
Master the rendering and distribution of your VR projects under a game engine. Optimize the visual quality of rendering, efficiently export your application for local use on Android, IOS or Windows. Understand and master how to share your experience on the internet.

PRACTICE AND SUPPORT
46H

- 6 Days of practical situation.
- 4 hours of individual support by videoconference distributed during your training

CONTACT US

If you have any questions about our courses, contact us.

YOUR TRAINER IN PRODUCTION OF VR EDUCATIONAL CONTENT

Immersive_ambition-WEB.webp

Jordan PERRIN; Trainer in the production of 360°/VR educational content, manager of the company DRONE-AMBITION, registered under the activity declaration number 44880152288 with the DREETS of the Grand-Est region. (Immersive-ambition is a brand).
Producer of audiovisual and immersive content, host of a traveling virtual reality cinema. Specialist in the production of 360°/VR educational content since 2017

USEFUL INFORMATION

FOR WHO? Teaching assistants Educational coordinators The trainers Teachers

PREREQUISITES ACCESS TO TRAINING: Know how to write, read and count in French; Basic computer skills: You must be comfortable using a computer and browsing the Internet. Technical English Proficiency: Since many software and resources in the VR space are in English, it is desirable that you have some technical English proficiency to follow instructions and tutorials. Access to a computer compatible with the required software: you must have a computer powerful enough to run the software, as well as a stable Internet connection to follow the e-learning training. ACCESS TO CERTIFICATION: Access to certification is achieved at the end of a multimodal course which can be completed over a minimum of 3 months and a maximum of 4 months. Therefore, access to the learning platform is limited to 120 days from the date of entry into the course. The minimum duration of the course is set at 150 hours distributed as follows: – 87 hours on an online learning platform covering 4 educational modules and their application exercises – 16 hours of collective support in a bi-monthly virtual class – 4 hours of individual synchronous support by telephone or videoconferencing tool – 43 hours of professional simulation to lead a project to produce educational content in virtual reality Entry into training leading to certification is possible at the beginning of each month and every four (4) months. The certification evaluation sessions are thus organized every four (4) months in the middle of the month.

MONITORING EXECUTION AND FORMATIVE EVALUATION Before training: Online or face-to-face interview, assessment of expectations, knowledge test. During the training: MCQs, exercises, professional situation. At the end of training: Knowledge test, immediate assessment of satisfaction. After the training: Feedback on expectations 1 to 3 months after the training. MONITORING THE EXECUTION OF E-LEARNING: The Digiforma extranet platform allows us to memorize your connection times in your personal e-learning space. A certificate of completion is generated, it lists your exact login slots.

TECHNICAL AND EDUCATIONAL RESOURCES Blended-learning session; Support for complex digital courses; Access to our “Student” e-learning platform; Practical exercises and MCQs (Quizzes); Individual support by email or telephone or on the dedicated forum; Individualized exercise corrections.

TECHNICAL MEANS Professional extranet space on Digiforma with “student” access.

DISABILITY ACCESSIBILITY Contact us 30 days in advance, in order to best organize the training, specifying your possible compensation or adaptation needs. For people with reduced mobility wishing to complete their blended-learning training (e-learning and face-to-face), our premises fully meet current PMR standards.

POSITIONING TEST For anyone choosing one of our training courses.

CERTIFICATIVE EVALUATION PROCEDURES TARGETED SKILLS Five professional skills form the basis of the “Producing educational content in virtual reality” certification. Analyze the demand for VR educational content production Organize the architecture and resources of the VR production project Perform media object processing Integrate processed media objects into the virtual environment Make VR educational content available ASSESSMENT TESTS The certification assessment is based on a unique method of carrying out an application project in a professional situation. This consists of two tests: Production of the “VR Production File” retracing all the elements of the virtual reality educational content project carried out Participation in an exchange with the jury (30 minutes of questions and answers) aiming to shed light on certain points and to verify, with the candidate, the authenticity of the elements of the file as well as the justification of the choices made JURY EVALUATION Made up of two professional experts, the jury relies on a list of evaluation criteria detailed in observable indicators to be able to decide on the validation of the skills in the certification framework. All observable indicators must be validated to claim validation of the evaluation criterion concerned. All evaluation criteria must be validated for the targeted skill to be acquired. All the targeted skills must be validated for the “Producing educational content in virtual reality” certification to be acquired. (Possibility of making up for the next session)

DATE OF SESSIONS
ACCESSIBILITY DEADLINES FOR MIXED COURSES:

Training sessions start every 4 (four) months. Each session is guaranteed from one student.

ACCESSIBILITY DATES FOR MIXED COURSES:
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