Virtual environments and 3D models have been used across various areas and levels of education since the 1990s. Potential learning benefits are associated with the possibility to explore, manipulate and construct virtual objects as well as creative interactions through active participation. This can create opportunities for rich learner engagement and can lead to digital forms of cultural co-production.
As learning in virtual 3D models and environments gains momentum an array of challenges are also emerging in relation to their usability and fit within existing classroom procedures. Challenges include the availability and cost of relevant infrastructure, hardware and internet connectivity and the pedagogical skills needed for creating relevant and meaningful tasks in virtual worlds.
The REVISIT project explored how immersive 3D models generated within heritage and research contexts can be used to deliver innovative teaching and learning materials for use in schools.