Industry 6.0 comes with challenges, requirements and solutions, and education athletes around the world need to keep up with them if they want to stay in the race. In many European countries, virtual reality has already entered the routine of education and is used for a variety of purposes: from training preschoolers to training future surgeons, cosmonauts or rescuers.

Article by Daniel Miu

Research in recent decades has highlighted the need to implement an interactive learning process, based on stimulating creativity and putting into practice the ideas and information assimilated.

Scientists have concluded that VR and AR tools have proven to be more than just a support in the educational process, they have become powerful learning tools. Research has shown that information retention rates increase when students use virtual reality to “dive” into a lesson or scenario. One such study, conducted at the University of Maryland, found that the average rate of retention and connection of information using VR headsets reached 90%, compared to 78% through computer-based learning. In the same context, Allcoat and Mühlenen (2018) present in their research why learning with VR and AR can be an irreplaceable tool in the classroom: “Presentation of 3D material in biology, chemistry, history, astronomy, physics, etc. and the incorporation of audio-visual elements offers the chance to train and prepare students for areas that are impractical or impossible to simulate in real life. “

Astronomy lesson in ClassVR


ClassVR is the first VR&AR solution to provide a complete classroom experience, designed and intended exclusively for education. Produced by Avantis Systems in the UK, after 10 years of research and development, it is currently used in over 80 countries and in over 40,000 classrooms, accumulating educational content in excess of 1000 lessons and providing this experience for more than more than 1,000,000 children. This immersion learning system offers children the opportunity to accumulate information in a short time, to improve students’ creative expression skills, in the context in which reading is not at all friendly for the new generation.

In summary, the benefits of using VR / AR technology in education are as follows:

  • Development of several practical skills and abilities;
  • Memory training and concentration;
  • Developing empathy and the ability to express emotions;
  • Active and responsible involvement of students in classes;
  • Constructive dialogue between teachers and students;
  • Developing creativity and improving mood;
  • Educating a generation adaptable to changing labor market conditions.

Designed as a unified solution, ClassVR integrates VR headsets, the administration portal, VR / AR content aligned with the curriculum, as well as online user training sessions into a unique ecosystem.

In terms of presentation, ClassVR is available in two variants, namely sets of 4 or 8 headphones. The sets include a special storage, loading and carrying case, as well as navigation joysticks. The sets of 8 headphones have a suitcase with wheels, thus ensuring easy mobility in case it is necessary to move it from one space to another.

Class VR kit

The administration portal is intuitive and easy to use, even by teachers who have not had previous experience with VR technologies. It gives teachers the opportunity to transmit both content on all headphones and differentiated content on headset groups, as well as monitoring and controlling students’ attention, thus maximizing the quality of the educational act.

In Romania, ClassVR technology has the widest implementation in schools and high schools, both through the “SmartLab” concept of INACO and through dedicated virtual labs. Recently, ClassVR headphones and specific content have proven useful in innovative projects that use virtual reality either to treat depression, anxiety and phobias, or to achieve attractive road education concepts for children and adolescents. All ClassVR educational resources, which include over 1000 lessons aligned with the curriculum, are found in the first VR educational theme park, Avanti’s World. It contains both the set of 3D educational resources, AR or 360-degree video materials, as well as assessment and reporting tools for teachers.

Strategy on the Digitization of Education 2021-2027 – Smart-Edu has proposed the following:

  • 90% of Romania’s population should be digitally literate;
  • training of 82% of the population aged between 20 and 34 for emerging trades, in order to successfully enter the labor market;
  • equipping all educational units in Romania with infrastructure and technological resources adapted to permanent changes.

In this context, ClassVR can significantly contribute to combating the phenomenon of school dropout, by providing the resources that make the traditional school a more attractive environment for students, by:

1. Improving student involvement and retention

Captivating personal experiences: using virtual reality, teachers can bring interesting experiences, even impossible ones in the classroom. From virtual field trips (such as exploring countries) to demonstrating complex concepts (e.g., exploring the inner digestive system), ClassVR helps students learn new concepts in a way that keeps them more involved. of the traditional course environment.

2. Improving literacy

The best way to build vocabulary and awareness of sentence structure is through real-world experiences. No two students have the same experiences, but with the help of virtual reality, any experience is possible. From swimming with the sharks and walking to the moon to entering the world of fairy tales, ClassVR offers multiple opportunities to use a variety of resources and stimulants, which improve children’s communication skills.

3. Supporting the needs of each student

Virtual reality opens up fantastic learning opportunities for students, especially those with special educational needs. In a safe and teacher-controlled environment, students are fully immersed in incredible experiences, which they can explore at their own pace or with the whole class. Many children with autism find the sensory immersion of a 360 video (including the sound from headphones) as a comforting and safe way to learn new concepts, while being aware that if they feel the need, they can easily stop any uncomfortable experience. desired. Over time, children with autism or sensory integration problems have a chance to get used to an environment unknown to them.

Also, for schools in rural areas that are being depopulated, the need for more efficient endowment of spaces is complemented by the need to streamline the structure of classes and programs. Concurrent education programs (with quality assurance and support issues for children with special educational needs, vulnerable groups, combating various types of stereotypes) are reduced or eliminated, and resources are better used by accessing curriculum information through the use of ClassVR headphones.

You can read more about the technical and educational possibilities on the page

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