AR & VR LABS

AR & VR LABS

AR & VR LABS

Looking to get into VR, but don’t know where to start?

The decision has been made to delve into the world of VR for education because you have identified the unique learning opportunities that an immersive environment can generate. But getting off the starting blocks isn’t as easy as you thought it may be. You don’t need the challenge… you need the solution.

But where to start? Decide what you want to achieve, and just as important, who will be using this resource. If you think it is only for students, we will push back a bit. The system that is adopted must be teacher-friendly, easy to use, and must not require a technical mindset, nor time spent hovering over students to see what they are seeing. Think about the classroom, who will be administering this, and think about the need. We would suggest the following as a baseline, and then go from there.

Basic Expectations (Content)

  • Interactive content (active vs passive learning)
  • Curriculum aligned (fits with my syllabus rather than the other way around)
  • Formative assessment inside the environment
  • Data and analytics (actionable data based on student performance)
  • Enough content for every age, level and grade (not one size fits all)

Basic Expectations (Hardware)

  • VR device capable of interactivity (comes with a controller for a variety of functions)
  • Large enough storage capacity to ensure you have the ability to use these devices in the way you want, now and in the future (external content brought in, plus student and teacher-created content)
  • No router, no tablet, no mess, no fuss
  • Secure storage with charging and sync

The ITL VR Solution

Our solution can be customized, but these are the components which are most important to the majority of schools, worldwide, that we deal with. Regardless of the situation, the solution must start with content and fill the needs of the learning objectives the school has set forth. The hardware should be virtually invisible, and only serve as a means of delivering the material connected to the objectives. Simple.

Content (STEM)

  • The world’s largest library of interactive VR modules for STEM
  • Curriculum aligned (fits with my syllabus rather than the other way around)
  • Formative assessment inside the environment
  • Data and analytics (actionable data based on student performance)
  • Enough content for every age, level and grade (not one size fits all)

HARDWARE

  • 24 ITL EduPro VR (128 Gb of storage, for all of your VR needs) with controllers for interactivity
  • 1 Charge and Sync trolley for secure storage of your VR devices.



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