Anne Frank House VR

VR Application Profile
Name of VR Application Anne Frank House VR
Category History – Second World War
Date of processing:                                                              30/11/2019
Technical Framework & Key Data Software-Provider: Force Field

Software-Developer: Force Field

Version of app: 1.0

 

Compatible VR hardware systems:

☐  Google Cardboard          ☐  Oculus Rift

☐  Google Daydream View   ☒  Oculus Quest

☐  Lenovo Mirage Solo         ☒  Samsung Gear VR

☐  Lenovo Explorer             ☐  Samsung Odyssey

☐  HTC Vive Pro                  ☐  PlayStation VR

☐  HTC Vive                        ☐  Dell Visor

☐  Acer AH 101

☒  Oculus Go

 

Compatible operating systems

☐  iOS            Version:……………………………

☐  Android    Version:……………………………

☒  Other: Oculus Version: 1.0

 

Languages available

☒  English                      ☐  Italian

☒  Spanish                     ☒  Other: Dutch, Portuguese.

☒  German

Learning Content The history of Anne Frank House. The application gives the opportunity to travel back to the years of the Second World War and wander through the rooms of the Annex that housed the group of 8 Jewish people as they hid from the Nazis.
Learning Outcomes Knowledge
The adult learners will be able to:

·       Recall the story of Anne Frank and what happened to the brave inhabitants

 

Skills
The adult learners will be able to:

·       Navigate in the virtual environment to grab things, solve clues

·       Demonstrate critical thinking skills via the navigation to the virtual environment

·       Gain control of their education and learn at their own pace

 

Competences
The adult learners will be able to:

·       Tell the story of Anne Frank as if they were there personally

Activities provided This application can really transform the way the educational content about this topic can be delivered. Users can interact in the interactive and immersive application to learn the history of Anne Frank in a safe, controlled way.

 

The tutor can make breaks between the interaction of users with this application in order to deepen in specific aspects that is needed and then let the learner continue its experience in this award-winning experience.

Added value
for low-skilled/-qualified adults
This application can stimulate the interest and motivation of low-skilled/qualified adults to be engaged in history and learn about the 2nd world war and the case of Anne Frank. The application is really engaging and has strong gamifications characteristics which will make enthusiastic all learners to be engaged in this environment and learn as much as they can. The application due to the power of VR can support learners to find out what happened to the Annex’ brave inhabitants.

 

Additionally, since this is a single mode application, learners can learn in their own pace.

SWOT analysis  

·       User-friendliness                  1 ☐    2 ☐   3 ■     4☐
·       Pedagogic orientation
and standards                      1 ☐    2 ☐   3 ☐    4■
·       Applicability level                1 ☐    2 ☐   3 ■     4☐
·       Gamification level               1 ☐    2 ☐   3 ☐    4■

 

*1…very poor/low; 2…poor/low; 3…OK/medium; 4…good/high; 5…very good/high

 

 

STRENGTHS WEAKNESSES
·       Available in various languages

·       No internet connection is required to use the app

·       Strong game-based learning element

·       Only single user game mode

·       Takes large space to be downloaded

·       Users cannot choose what to do and see: the application follows a specific flow

OPPORTUNITIES THREATS
·       Learn about the second world war and the history of Anne Frank in a really interactive way

·       Provides a greatly immersive environment and sense of ‘being there’ due to its realistic graphics

·       The application might cause the effect of dizziness, because its required enough amount of time to explore it fully

·       Limited to be used probably only one or two times by each user max

Ideal application/utilization  

Context of ideal application

 Documentary & History and educational contexts with history element.

  

Instructions for preparation

 An introductory discussion would be good to be made. The application works in a single game mode, so equipment should be sufficient for all participants.

The application required that participants are not so close to each other, so they can interact safely in the VR environment.

  

Instructions for mentoring

 Tutors can encourage some breaks between activities in the application to deepen in specific aspects and also so that they avoid learners to become dizzy from long interactions with the application.

  

Do’s and don’ts

Do:

have enough VR devices for all participants since the experience takes time. Alternatively, you can create groups that will work with the VR in a row, while others interact with other relevant material.

 

Don’t:

Don’t let users be close to each other. The application needs some space for participants to move and grab or transfer things.

 

Anne Frank House VR

VR Application Profile
Name of VR Application Anne Frank House VR
Category History – Second World War
Date of processing:                                                              30/11/2019
Technical Framework & Key Data Software-Provider: Force Field

Software-Developer: Force Field

Version of app: 1.0

 

Compatible VR hardware systems:

☐  Google Cardboard          ☐  Oculus Rift

☐  Google Daydream View   ☒  Oculus Quest

☐  Lenovo Mirage Solo         ☒  Samsung Gear VR

☐  Lenovo Explorer             ☐  Samsung Odyssey

☐  HTC Vive Pro                  ☐  PlayStation VR

☐  HTC Vive                        ☐  Dell Visor

☐  Acer AH 101

☒  Oculus Go

 

Compatible operating systems

☐  iOS            Version:……………………………

☐  Android    Version:……………………………

☒  Other: Oculus Version: 1.0

 

Languages available

☒  English                      ☐  Italian

☒  Spanish                     ☒  Other: Dutch, Portuguese.

☒  German

Learning Content The history of Anne Frank House. The application gives the opportunity to travel back to the years of the Second World War and wander through the rooms of the Annex that housed the group of 8 Jewish people as they hid from the Nazis.
Learning Outcomes Knowledge
The adult learners will be able to:

·       Recall the story of Anne Frank and what happened to the brave inhabitants

 

Skills
The adult learners will be able to:

·       Navigate in the virtual environment to grab things, solve clues

·       Demonstrate critical thinking skills via the navigation to the virtual environment

·       Gain control of their education and learn at their own pace

 

Competences
The adult learners will be able to:

·       Tell the story of Anne Frank as if they were there personally

Activities provided This application can really transform the way the educational content about this topic can be delivered. Users can interact in the interactive and immersive application to learn the history of Anne Frank in a safe, controlled way.

 

The tutor can make breaks between the interaction of users with this application in order to deepen in specific aspects that is needed and then let the learner continue its experience in this award-winning experience.

Added value
for low-skilled/-qualified adults
This application can stimulate the interest and motivation of low-skilled/qualified adults to be engaged in history and learn about the 2nd world war and the case of Anne Frank. The application is really engaging and has strong gamifications characteristics which will make enthusiastic all learners to be engaged in this environment and learn as much as they can. The application due to the power of VR can support learners to find out what happened to the Annex’ brave inhabitants.

 

Additionally, since this is a single mode application, learners can learn in their own pace.

SWOT analysis  

·       User-friendliness                  1 ☐    2 ☐   3 ■     4☐
·       Pedagogic orientation
and standards                      1 ☐    2 ☐   3 ☐    4■
·       Applicability level                1 ☐    2 ☐   3 ■     4☐
·       Gamification level               1 ☐    2 ☐   3 ☐    4■

 

*1…very poor/low; 2…poor/low; 3…OK/medium; 4…good/high; 5…very good/high

 

 

STRENGTHS WEAKNESSES
·       Available in various languages

·       No internet connection is required to use the app

·       Strong game-based learning element

·       Only single user game mode

·       Takes large space to be downloaded

·       Users cannot choose what to do and see: the application follows a specific flow

OPPORTUNITIES THREATS
·       Learn about the second world war and the history of Anne Frank in a really interactive way

·       Provides a greatly immersive environment and sense of ‘being there’ due to its realistic graphics

·       The application might cause the effect of dizziness, because its required enough amount of time to explore it fully

·       Limited to be used probably only one or two times by each user max

Ideal application/utilization  

Context of ideal application

 Documentary & History and educational contexts with history element.

  

Instructions for preparation

 An introductory discussion would be good to be made. The application works in a single game mode, so equipment should be sufficient for all participants.

The application required that participants are not so close to each other, so they can interact safely in the VR environment.

  

Instructions for mentoring

 Tutors can encourage some breaks between activities in the application to deepen in specific aspects and also so that they avoid learners to become dizzy from long interactions with the application.

  

Do’s and don’ts

Do:

have enough VR devices for all participants since the experience takes time. Alternatively, you can create groups that will work with the VR in a row, while others interact with other relevant material.

 

Don’t:

Don’t let users be close to each other. The application needs some space for participants to move and grab or transfer things.

 

Anne Frank House VR

VR Application Profile
Name of VR Application Anne Frank House VR
Category History – Second World War
Date of processing:                                                              30/11/2019
Technical Framework & Key Data Software-Provider: Force Field

Software-Developer: Force Field

Version of app: 1.0

 

Compatible VR hardware systems:

☐  Google Cardboard          ☐  Oculus Rift

☐  Google Daydream View   ☒  Oculus Quest

☐  Lenovo Mirage Solo         ☒  Samsung Gear VR

☐  Lenovo Explorer             ☐  Samsung Odyssey

☐  HTC Vive Pro                  ☐  PlayStation VR

☐  HTC Vive                        ☐  Dell Visor

☐  Acer AH 101

☒  Oculus Go

 

Compatible operating systems

☐  iOS            Version:……………………………

☐  Android    Version:……………………………

☒  Other: Oculus Version: 1.0

 

Languages available

☒  English                      ☐  Italian

☒  Spanish                     ☒  Other: Dutch, Portuguese.

☒  German

Learning Content The history of Anne Frank House. The application gives the opportunity to travel back to the years of the Second World War and wander through the rooms of the Annex that housed the group of 8 Jewish people as they hid from the Nazis.
Learning Outcomes Knowledge
The adult learners will be able to:

·       Recall the story of Anne Frank and what happened to the brave inhabitants

 

Skills
The adult learners will be able to:

·       Navigate in the virtual environment to grab things, solve clues

·       Demonstrate critical thinking skills via the navigation to the virtual environment

·       Gain control of their education and learn at their own pace

 

Competences
The adult learners will be able to:

·       Tell the story of Anne Frank as if they were there personally

Activities provided This application can really transform the way the educational content about this topic can be delivered. Users can interact in the interactive and immersive application to learn the history of Anne Frank in a safe, controlled way.

 

The tutor can make breaks between the interaction of users with this application in order to deepen in specific aspects that is needed and then let the learner continue its experience in this award-winning experience.

Added value
for low-skilled/-qualified adults
This application can stimulate the interest and motivation of low-skilled/qualified adults to be engaged in history and learn about the 2nd world war and the case of Anne Frank. The application is really engaging and has strong gamifications characteristics which will make enthusiastic all learners to be engaged in this environment and learn as much as they can. The application due to the power of VR can support learners to find out what happened to the Annex’ brave inhabitants.

 

Additionally, since this is a single mode application, learners can learn in their own pace.

SWOT analysis  

·       User-friendliness                  1 ☐    2 ☐   3 ■     4☐
·       Pedagogic orientation
and standards                      1 ☐    2 ☐   3 ☐    4■
·       Applicability level                1 ☐    2 ☐   3 ■     4☐
·       Gamification level               1 ☐    2 ☐   3 ☐    4■

 

*1…very poor/low; 2…poor/low; 3…OK/medium; 4…good/high; 5…very good/high

 

 

STRENGTHS WEAKNESSES
·       Available in various languages

·       No internet connection is required to use the app

·       Strong game-based learning element

·       Only single user game mode

·       Takes large space to be downloaded

·       Users cannot choose what to do and see: the application follows a specific flow

OPPORTUNITIES THREATS
·       Learn about the second world war and the history of Anne Frank in a really interactive way

·       Provides a greatly immersive environment and sense of ‘being there’ due to its realistic graphics

·       The application might cause the effect of dizziness, because its required enough amount of time to explore it fully

·       Limited to be used probably only one or two times by each user max

Ideal application/utilization  

Context of ideal application

 Documentary & History and educational contexts with history element.

  

Instructions for preparation

 An introductory discussion would be good to be made. The application works in a single game mode, so equipment should be sufficient for all participants.

The application required that participants are not so close to each other, so they can interact safely in the VR environment.

  

Instructions for mentoring

 Tutors can encourage some breaks between activities in the application to deepen in specific aspects and also so that they avoid learners to become dizzy from long interactions with the application.

  

Do’s and don’ts

Do:

have enough VR devices for all participants since the experience takes time. Alternatively, you can create groups that will work with the VR in a row, while others interact with other relevant material.

 

Don’t:

Don’t let users be close to each other. The application needs some space for participants to move and grab or transfer things.

 

Anne Frank House VR

VR Application Profile
Name of VR Application Anne Frank House VR
Category History – Second World War
Date of processing:                                                              30/11/2019
Technical Framework & Key Data Software-Provider: Force Field

Software-Developer: Force Field

Version of app: 1.0

 

Compatible VR hardware systems:

☐  Google Cardboard          ☐  Oculus Rift

☐  Google Daydream View   ☒  Oculus Quest

☐  Lenovo Mirage Solo         ☒  Samsung Gear VR

☐  Lenovo Explorer             ☐  Samsung Odyssey

☐  HTC Vive Pro                  ☐  PlayStation VR

☐  HTC Vive                        ☐  Dell Visor

☐  Acer AH 101

☒  Oculus Go

 

Compatible operating systems

☐  iOS            Version:……………………………

☐  Android    Version:……………………………

☒  Other: Oculus Version: 1.0

 

Languages available

☒  English                      ☐  Italian

☒  Spanish                     ☒  Other: Dutch, Portuguese.

☒  German

Learning Content The history of Anne Frank House. The application gives the opportunity to travel back to the years of the Second World War and wander through the rooms of the Annex that housed the group of 8 Jewish people as they hid from the Nazis.
Learning Outcomes Knowledge
The adult learners will be able to:

·       Recall the story of Anne Frank and what happened to the brave inhabitants

 

Skills
The adult learners will be able to:

·       Navigate in the virtual environment to grab things, solve clues

·       Demonstrate critical thinking skills via the navigation to the virtual environment

·       Gain control of their education and learn at their own pace

 

Competences
The adult learners will be able to:

·       Tell the story of Anne Frank as if they were there personally

Activities provided This application can really transform the way the educational content about this topic can be delivered. Users can interact in the interactive and immersive application to learn the history of Anne Frank in a safe, controlled way.

 

The tutor can make breaks between the interaction of users with this application in order to deepen in specific aspects that is needed and then let the learner continue its experience in this award-winning experience.

Added value
for low-skilled/-qualified adults
This application can stimulate the interest and motivation of low-skilled/qualified adults to be engaged in history and learn about the 2nd world war and the case of Anne Frank. The application is really engaging and has strong gamifications characteristics which will make enthusiastic all learners to be engaged in this environment and learn as much as they can. The application due to the power of VR can support learners to find out what happened to the Annex’ brave inhabitants.

 

Additionally, since this is a single mode application, learners can learn in their own pace.

SWOT analysis  

·       User-friendliness                  1 ☐    2 ☐   3 ■     4☐
·       Pedagogic orientation
and standards                      1 ☐    2 ☐   3 ☐    4■
·       Applicability level                1 ☐    2 ☐   3 ■     4☐
·       Gamification level               1 ☐    2 ☐   3 ☐    4■

 

*1…very poor/low; 2…poor/low; 3…OK/medium; 4…good/high; 5…very good/high

 

 

STRENGTHS WEAKNESSES
·       Available in various languages

·       No internet connection is required to use the app

·       Strong game-based learning element

·       Only single user game mode

·       Takes large space to be downloaded

·       Users cannot choose what to do and see: the application follows a specific flow

OPPORTUNITIES THREATS
·       Learn about the second world war and the history of Anne Frank in a really interactive way

·       Provides a greatly immersive environment and sense of ‘being there’ due to its realistic graphics

·       The application might cause the effect of dizziness, because its required enough amount of time to explore it fully

·       Limited to be used probably only one or two times by each user max

Ideal application/utilization  

Context of ideal application

 Documentary & History and educational contexts with history element.

  

Instructions for preparation

 An introductory discussion would be good to be made. The application works in a single game mode, so equipment should be sufficient for all participants.

The application required that participants are not so close to each other, so they can interact safely in the VR environment.

  

Instructions for mentoring

 Tutors can encourage some breaks between activities in the application to deepen in specific aspects and also so that they avoid learners to become dizzy from long interactions with the application.

  

Do’s and don’ts

Do:

have enough VR devices for all participants since the experience takes time. Alternatively, you can create groups that will work with the VR in a row, while others interact with other relevant material.

 

Don’t:

Don’t let users be close to each other. The application needs some space for participants to move and grab or transfer things.

 

Anne Frank House VR

VR Application Profile
Name of VR Application Anne Frank House VR
Category History – Second World War
Date of processing:                                                              30/11/2019
Technical Framework & Key Data Software-Provider: Force Field

Software-Developer: Force Field

Version of app: 1.0

 

Compatible VR hardware systems:

☐  Google Cardboard          ☐  Oculus Rift

☐  Google Daydream View   ☒  Oculus Quest

☐  Lenovo Mirage Solo         ☒  Samsung Gear VR

☐  Lenovo Explorer             ☐  Samsung Odyssey

☐  HTC Vive Pro                  ☐  PlayStation VR

☐  HTC Vive                        ☐  Dell Visor

☐  Acer AH 101

☒  Oculus Go

 

Compatible operating systems

☐  iOS            Version:……………………………

☐  Android    Version:……………………………

☒  Other: Oculus Version: 1.0

 

Languages available

☒  English                      ☐  Italian

☒  Spanish                     ☒  Other: Dutch, Portuguese.

☒  German

Learning Content The history of Anne Frank House. The application gives the opportunity to travel back to the years of the Second World War and wander through the rooms of the Annex that housed the group of 8 Jewish people as they hid from the Nazis.
Learning Outcomes Knowledge
The adult learners will be able to:

·       Recall the story of Anne Frank and what happened to the brave inhabitants

 

Skills
The adult learners will be able to:

·       Navigate in the virtual environment to grab things, solve clues

·       Demonstrate critical thinking skills via the navigation to the virtual environment

·       Gain control of their education and learn at their own pace

 

Competences
The adult learners will be able to:

·       Tell the story of Anne Frank as if they were there personally

Activities provided This application can really transform the way the educational content about this topic can be delivered. Users can interact in the interactive and immersive application to learn the history of Anne Frank in a safe, controlled way.

 

The tutor can make breaks between the interaction of users with this application in order to deepen in specific aspects that is needed and then let the learner continue its experience in this award-winning experience.

Added value
for low-skilled/-qualified adults
This application can stimulate the interest and motivation of low-skilled/qualified adults to be engaged in history and learn about the 2nd world war and the case of Anne Frank. The application is really engaging and has strong gamifications characteristics which will make enthusiastic all learners to be engaged in this environment and learn as much as they can. The application due to the power of VR can support learners to find out what happened to the Annex’ brave inhabitants.

 

Additionally, since this is a single mode application, learners can learn in their own pace.

SWOT analysis  

·       User-friendliness                  1 ☐    2 ☐   3 ■     4☐
·       Pedagogic orientation
and standards                      1 ☐    2 ☐   3 ☐    4■
·       Applicability level                1 ☐    2 ☐   3 ■     4☐
·       Gamification level               1 ☐    2 ☐   3 ☐    4■

 

*1…very poor/low; 2…poor/low; 3…OK/medium; 4…good/high; 5…very good/high

 

 

STRENGTHS WEAKNESSES
·       Available in various languages

·       No internet connection is required to use the app

·       Strong game-based learning element

·       Only single user game mode

·       Takes large space to be downloaded

·       Users cannot choose what to do and see: the application follows a specific flow

OPPORTUNITIES THREATS
·       Learn about the second world war and the history of Anne Frank in a really interactive way

·       Provides a greatly immersive environment and sense of ‘being there’ due to its realistic graphics

·       The application might cause the effect of dizziness, because its required enough amount of time to explore it fully

·       Limited to be used probably only one or two times by each user max

Ideal application/utilization  

Context of ideal application

 Documentary & History and educational contexts with history element.

  

Instructions for preparation

 An introductory discussion would be good to be made. The application works in a single game mode, so equipment should be sufficient for all participants.

The application required that participants are not so close to each other, so they can interact safely in the VR environment.

  

Instructions for mentoring

 Tutors can encourage some breaks between activities in the application to deepen in specific aspects and also so that they avoid learners to become dizzy from long interactions with the application.

  

Do’s and don’ts

Do:

have enough VR devices for all participants since the experience takes time. Alternatively, you can create groups that will work with the VR in a row, while others interact with other relevant material.

 

Don’t:

Don’t let users be close to each other. The application needs some space for participants to move and grab or transfer things.