Abstract
This paper discusses the role of open educational resources (OER) in Science, Technology, Engineering and Mathematics (STEM) learning. Usually the media used in OER are video lessons, presentations, some open textbooks, etc. But how does this paradigm apply to interactive learning environments? Can users have permissions to engage in the 5R activities (Retain, Reuse, Revise, Remix and Redistribute) both to the course content and to the platform for the course? The authors present a model for creation of educational virtual environments. The designed methodology is applied in development of various Computer Graphics-related university courses - Educational Languages and Environments, Geometry of Motion, and Fundamentals of Computer Graphics. There are presented three use cases for open educational virtual environments as illustration of the proposed methodology - Suica, Mecho and Meiro. For each of these environments are presented directions for 5R activities for both the course content and the educational virtual environment. The approbation of this innovative eLearning tools at bachelor's degree level shows improvement in students' comprehension of the course material and performance during the courses. The OER have a significant impact on the co-creative activities of the students.
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