VR in Education
Improve Learning Outcomes by Integrating VR into your Lessons
Sample Virtual Reality Case Study
University of Sunderland
The University’s School of Education’s new VR headsets allow its trainee teachers to immerse themselves in a variety of realistic simulations using VR to enhance curriculum opportunities and provide them with an innovative approach to teaching in the classroom...
Learn More''The possibilities made available are truly endless...''
"The possibilities made available are truly endless. My personal view is that these technologies could create very enticing experiences that could be implemented by external providers who specialise in creating and conducting learning experiences, in the same vein as specialist sports coaches conducting PE lessons.”
''The headsets promote high levels of engagement...''
“As part of the School of Education’s Lecturer in Residence Scheme, where lecturers go into schools to share best practice and facilitate partnership work between the University and local schools, I have been able to see first-hand how effective the VR headsets are for both primary and secondary pupils. For our trainee teachers, the headsets promote high levels of engagement during lectures as they become fully immersed in the content of the sessions.”
A great way to engage your students and enhance your existing lessons with VR designed specifically for Education
Virtual Reality Headsets
A fully integrated, classroom-ready device with no additional hardware required to get you started.
Headset Management
Portal gives teachers the controls to easily send content and direct and monitor student attention, maximising learning time.
Secure Storage & Charging
Supplied in a rugged storage and charging case to ensure your devices are always ready when you are
Setup & Training
Technicians setup and configure the headsets for you and our educational team teach you how to use them.
Designed specifically for students of all ages, these standalone virtual reality headsets come complete with everything you need to bring affordable, innovative virtual reality to the classroom...
Pre-School (4-7 years)
Early education is all about learning through experience. Find out how your youngest students can benefit from immersive 360 environments, used to enhance, impact and complement the real-world exploration and play that builds a solid foundation in the pre-school years.
Request a Demo!Primary School (7-11 years)
There’s so much potential for bringing the curriculum to life using virtual and augmented reality experiences, from visiting far-flung corners of the world to holding the human heart in your hands. Find out more about how VR and AR can have a remarkable impact in all areas of learning.
Request a Demo!Secondary School (11-14 years)
Entering the next phase of education, students aged 11-14 can use virtual reality in education to build emotional intelligence, creative thinking and further develop a secure foundation of knowledge for a more engaging and effective learning condition than just textbooks and videos alone.
Request a Demo!Secondary School (14-16 years)
Ensuring students are engaged, motivated & challenged throughout their school career is a priority for teachers. See how VR & AR can impact students by unlocking potential, providing new ways to learn & opportunities to create their own media.
Request a Demo!Colleges & Universities (16-18+ years)
HE/FE has always been at the cutting edge of new technologies, driving development, impacting industries & creating the next generation of scientists, developers & entrepreneurs. VR & AR technologies are at the frontier of development right now, & change is happening at a frenetic pace.
Request a Demo!SEND
Special educational needs and disabilities (SEND) can impact each child's ability to learn differently. Using virtual reality, teachers can create personalised learning or regulation environments to meet the needs of every student in creative, innovative and fun ways.
Request a Demo!Evidence shows virtual reality has the tools to push the boundaries of your teaching, and helps students meet their learning goals...
EXPERIENCE
Learning through experience can boost knowledge retention by up to 75%.
Increase your students’ ability to retain knowledge by immersing them into exciting experiences they’ll never forget.
ENGAGE
We only remember 10% of what we read, but can retain 90% of what we experience.
Improve students’ interaction within the classroom by incorporating visual stimuli with virtual experiences.
ACHIEVE
VR can improve student attainment increasing exam results by up to 20%.
Comes complete with all the tools you need to deliver curriculum-aligned VR lessons to boost your students’ learning.