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Students outside in school wearing ClassVR headsets

Virtual Reality in Education

Engaging VR and AR educational content for students of all ages

Virtual Reality for Students of All Ages

Introducing a whole new concept in educational technology: a ‘standalone’ Virtual Reality headset complete with a unique student-friendly interface, gesture controls, embedded educational resources and simple-to-use teacher controls. ClassVR is a groundbreaking new technology designed to help raise engagement and increase knowledge retention for students of all ages.

Ages 4-7 years

Pre-School / Infant / Kindergarten

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.

Ages 7-11 years

Primary School / Elementary School

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.

Ages 11-14 years

Secondary School / Middle School

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.

Ages 14-16 years

Secondary School / High School

Ensuring students are engaged, motivated and challenged throughout their school career is a key priority for teachers. See how virtual and augmented reality can impact students by unlocking potential, providing new ways to experience learning and even opportunities to create their own media.

Ages 16-18+ years

Higher or Further Education

Universities and colleges have always been at the cutting edge of new technologies, driving development, impacting industries and creating the next generation of scientists, developers and entrepreneurs. Virtual and augmented reality technologies are at the frontier of development right now, and change is happening at a frenetic pace.

Vocational Courses

Vocational Courses and Training

Vocational training will really begin to feel the impact of virtual and augmented reality over the next year or so. The ability to experience training in 360 is invaluable – and imagine budding mechanics viewing a working engine from all angles without leaving the classroom. All this is possible right now with ClassVR.

SEND Students

Special educational needs and disabilities

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.

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