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Safe, creative, and expressive spaces to connect — in VR

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Safe, creative, and expressive spaces to connect — in VR

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Содержание

This activity connects youth workers, organisations, and young people in virtual reality (VR)


The activity helps youth workers, organizations, and young people explore how VR can be used to visit and create expressive, imaginative, and inclusive spaces where youth can connect, perform, and reflect, safely and freely.

Inspired by the LAI Art Gallery Curaçao, where they have organized activities where youth expressed themselves through custom avatars in a virtual space, you’ll use ‘FrameVR’ to create your avatar and host or join your own immersive experiences.

These activities are browser-based: no special equipment needed. VR headsets are optional!

By completing this activity, you will
learn one or more of the following:
  • Learn how to use free online tools like "FrameVR" to visit or create and facilitate VR spaces.
  • Experience and understand how avatars and digital expression can empower youth.
  • Reflect on digital inclusion, emotional safety, and creativity in virtual youth work.


Get inspired

Watch the interview with Eunice Cijntje, founder of LAI Art Gallery Curaçao, and learn how VR gives young people the freedom to express themselves — from unicorns to fireflies — in bold, imaginative ways.



Then explore FrameVR, a free, browser-based platform where you can easily create immersive rooms, interact through avatars, and host digital youth work activities.

Start here:
  • FrameVR: https://framevr.io
  • Spatial: https://spatial.io
Or explore the LAI Art Gallery:


Take Action: Activities for Different Roles

Young people:
  • Create a custom avatar in FrameVR.
  • Explore VR spaces

Youth workers:
Build a FrameVR space
Invite young people to explore the space and share something

Youth organisations:
  • Explore potential for your work.
  • Plan a youth-focused VR event
  • Support safe and inclusive participation in your virtual programs.


Proposed follow-up activities

  • Build a VR avatar gallery — screenshot youth avatars and turn the room into a self-expression exhibit.
  • Schedule a recurring youth-focused VR event (e.g. digital open mic, self-expression night, identity lab).


Who created this activity?

This activity was developed by the Curaçao Innovation & Technology Institute. inspired by Eunice Cijntje, an inspiring innovative force from Curaçao, who initiated the creation of the 'LAI Art Gallery Curaçao'.

Next Steps: Watch the videos, visit Virtual spaces and start creating your own avatar or virtual space.



Получить бейдж за трек

Discover VR for Youth Expression Получить бейдж

This badge recognises your first steps into using VR to support youth expression, identity exploration, and inclusion. Whether you're a young person, youth worker, or part of an organisation, this badge shows that you've taken the initiative to enter a virtual space and reflect on what it offers.
Для получения бейджа необходимо завершить 1 задание
Задания
Задание номер 1
Доказательства проверены: од_на организатор_ка мероприятия
  • Enter a FrameVR or Spatial environment — explore at least one public space (e.g. LAI Art Gallery Curaçao, FrameVR gallery).
  • Share a screenshot or brief description of what you noticed or felt.
Задание номер 2
Доказательства проверены: од_на организатор_ка мероприятия
In a sentence or short paragraph, describe one idea for how VR could be used to support youth voice, identity, or storytelling.

Умения

ESCO
#engage with virtual learning environments
ETS-TR
#Is able to manage digital presentation formats
#Excellent Level. Creates different types of digital content and knows how to support others in similar processes (eg. podcasts; videos)
#Excellent Level. Understands the benefits and risks of gaming and XR, knows how to deal with them and how to guide young people to ethical platforms; when needed, refers young people to specialised support in case of excessive/inappropriate use.
#Excellent Level. Supports young people to create their communities, based on pre-set learning objectives, while reflecting on the results.
#Excellent Level. Confident in using a diversity of digital tools and platforms to support youth work and deliver youth work services. (e.g. advanced technological equipment, digital cameras or software, AI tools)
#Good Level. Understands digital youth work in a broad context of social effects and economic interests of digital transformation; applies solid ethical principles to both digital and traditional youth work.
Творчество и дизайн
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Организаторы

Digital Youth Work Resource Hub
Badgecraft размещает эту платформу и разрабатывает ее вместе с ведущими образовательными организациями. Программа Европейского Союза Erasmus+ выделила софинансирование для создания первой версии этой платформы. Свяжитесь с support@badgecraft.eu.
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Со-финансировано в рамках программы Erasmus+ Европейского Союза
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