Prague British International School
Prague British International School, with three campuses across Prague, is embracing ClassVR technology to enhance topics learning experiences across the curriculum.
The school has introduced a dedicated VR suite, integrating ClassVR into their educational framework for students of all ages. This case study highlights the experiences and outcomes shared by Adrian Ferguson, Computing Lead for Primary, and Ben Harries, Year 6 Teacher.
DISCOVERING VR & AR

Prague British International School’s journey into VR & AR began with MR. P ICT’s D.A.R.E.S projects, a programme dedicated to helping educators leverage technology to transform learning.
While searching for a VR/AR solution, the school discovered ClassVR at Bett, a globally recognised education technology exhibition. They quickly realised its potential to enrich learning across the curriculum.
“When initially looking for VR, we tried a few different headsets but soon realised that the educational content wasn’t as varied as ClassVR. So that made our decision a lot easier as with ClassVR there is so much content we can access within the portal,” explained Adrian.
It wasn’t just the content that convinced Adrian that ClassVR would be the ideal solution for the school. Adrian said: “It’s easy for us to create save playlists within the ClassVR portal. It means that teachers can easily prepare ahead of a lesson, and we can share these resources across the school.”
Inspired by the ClassVR demonstration, Adrian introduced 32 headsets with charging case finding this set-up to be a practical, portable solution that could be easily move around the school.
INTEGRATION ACROSS THE CURRICULUM
ClassVR is used daily within the school’s creative curriculum, serving as an engaging tool that excites students about new topics.
“I teach in reception and to introduce our topic on aeroplanes, we took them to an airport,” shared Adrian. “Students were curious about what it would feel like to fly a jet, so we were able to use a 360-degree video to show them. It was a great introduction to the topic.”
“For our Year Three students, we were able to let them explore the pyramids whilst learning about Ancient Egypt,” Adrian continues. “In Science, we were able to take them into the human body, exploring blood vessels."
"We’re able to use ClassVR across the curriculum to get the most out of our investment.”
The school built a dedicated VR suite for the ClassVR headsets, strategically placed within the STEAM area. This suite is adjacent to other technology-focused rooms, including Lego Robotics, ADT, and the computer room, giving teachers numerous options for integrating technology into their lessons.

SUPPORTING EAL STUDENTS AND ENHANCING DESCRIPTIVE WRITING
ClassVR has also proved invaluable for supporting EAL (English as an Additional Language) students. Adrian noted: “It’s particularly useful as a hook for our EAL students. Having this visual immersive experience gives them more context about the learning that is about to take place.”
Year 6 Teacher, Ben Harries, shared his experience: “We recently used ClassVR in a lesson focused on narrative writing. While learning about Kensuke’s Kingdom, we replicated the environment by immersing students in a sensory experience with the VR headsets and music to stimulate their descriptive writing. It really got them thinking about what they could see and hear.”
Beyond the standard curriculum, ClassVR is a popular feature in the school’s enrichment club, Tiny Tech. This club offers students additional opportunities to engage with technology after school hours, with VR being a popular activity.
IMPACT AND FEEDBACK

Students have shown tremendous enthusiasm for the ClassVR experiences, often expressing excitement and curiosity. Despite many students already having personal VR headsets at home, the presence of these devices in school adds a unique and captivating dimension to their learning.
“Having ClassVR in our school has that wow effect for students. It makes introducing topics a bit more special and engaging”
The response from parents has also been positive, often surprised and impressed by the integration of VR in the school’s curriculum. “Parents are blown away when they first see images or videos of their children using ClassVR. It’s really had a positive impact across the school community,” continued Adrian.
“Our teachers can see the impact using ClassVR has on their students and, after seeing the results, are excited to use it more frequently.”
OVERALL IMPACT
“I would strongly encourage other schools to implement VR,” added Ben. It offers a great selection of resources across all year groups and curriculum areas. It’s a massive advantage for students and can add an extra depth to lessons.”
The wide range of resources, ease of use, and the additional depth it brings to lessons make it a valuable educational tool. The positive feedback from both teachers and students underscores its effectiveness in enhancing the learning experience.