
Innovative Approach to Occupational Safety and Health Education
Explore the integration of Occupational Safety and Health (OSH) into education to enhance workplace safety culture. Learn about the critical need for practical OSH training facilities and the cross-sectoral nature of OSH education. Discover how the TIME4IT project addresses the challenges posed by Covid-19 through Immersive Telepresence using Augmented Reality.
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Presentation Transcript
TIME4IT PROJECT PRESENTATION Author: Eva Silina (here, put your name and org) Learning centre EVA-93 , Latvia 29.03.2023
Introduction The results and reports of essential EU documents aim at mainstreaming Occupational Safety and Health (OSH) into education as integration one policy area OSH into another education, to improve workplace safety culture; The statistics show that accident rates in all Europe are critically high among young workers.
Introduction The critical forefront requirement in the OSH training possibility to practise in a necessary training facility that cannot be replaced by PowerPoint presentations, videos, online classes or manuals or books. Occupational Safety and Health (OSH) educators are a heterogeneous group as OSH topics are incorporated into the learning objectives of other relevant subjects, as well as in enterprises.
Cross-sectoral nature of OSH education Occupational safety and health (OSH) is a discipline with a broad scope: All education levels (school, higher, vocational, adult education); All types of education (Formal, Informal and Non-formal); Employee training in all types of Enterprises.
Why TIME4IT was needed? Covid-19 influence Inabilities to: Implement training on the real environment or specific - equipment based environment that has to be followed after theoretical training; Learn essential details and practicalities before starting job or apprentice in the typical working place; Promote a proper culture of health and safety education in Europe.
Potential of Immersive Telepresence through Augmented Reality Affordable user s landscape: smart phones, tablets, laptops, desktop computers; Smart and accessible insight that can be applied to real-world applications; Specific features of the real physical world highlighted according to the needs of different target groups; Version of the real physical world achieved through the sensory inputs and delivered via technology.
Coronavirus response: Extraordinary Erasmus+ call to support digital education readiness and creative skills (2020) Call 2020 Round 1 KA2 - Cooperation for innovation and the exchange of good practices KA226 - Partnerships for Digital Education Readiness Field- Vocational education and training Project Title- Time for Immersive Telepresence Applicant Organisation: Learning Centre EVA-93 (Latvia) Partners: Baltic Education Technology Institute (Lithuania) Business Creative Institute (Slovenia) Neotalentway (Spain)
Erasmus+ project Time for Immersive Telepresence The main aim of this project is to foster a more contemporary OSH education culture among Europe and therefore, to prioritize opportunities for authentic education through the curriculum and the learning environment placed in the context of real-life situations by creating opportunities to intervene the visual perception of a temporally or spatially distant real environment to a learner being at another location. Target groups: OSH educators, OSH learners, educational institutions, SMEs and young, unexperienced workers. Project platform: https://time4it-project.eu/
Tangible results achieved so far Digital platform with 15 Manufacturing and Service Industries training program Modules inside that allows learners to train in an authentic environment equal to the real one they would perform the tasks in. 75 Immersive Augmented Environments with 3 Supportive tasks each (225 totally) allowing transferring OSH knowledge and skills acquired theoretically to the context of real-life situations. https://time4it-project.eu/ https://time4it-project.eu/
Why the Webinar was needed? Webinar for OSH educators provide OSH educators with the opportunity to conduct realistic, immersive practical training event even if the offered 75 interactive virtual training environments do not meet the needs of educator as the OSH educators will gain knowledge on how to create their own interactive, immersive training Environments.
Conclusions.Impact of Augmented Reality in Education Promoted sense of being in the centre of learning for learners; Flexible and authentic learning facility; Opportunities for learners to practice in an inclusive learning environment; Safe and efficient workplace training; Advanced description of a topic in real life in a short time.
Thank You!