Virtual & Augmented
Reality in Elementary
Education:
Age 7 to 11 Years

Cementing early learning experiences


VR in Education for Ages 7 to 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.

Comprehension Skills

To help students understand and comprehend a high-level piece of text, teachers often use visual aids to support the learning process and help build on the knowledge they already have.

VR use case:
ClassVR fully immerses students into a virtual reality experience allowing them to visualise, question and clarify concepts, as well as make connections and contextualise word meaning from written text. The visual aids provided in VR help to further expand each student’s vocabulary to help them make more accurate and valid inferences.

ENGLISH VR CASE STUDY: Comprehension Skills (Student Age 9-11)

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Digital Literacy

Computing tools can be embedded across the curriculum to help students deepen their understanding around a topic, create projects and improve digital literacy skills needed for the future.

VR use case:
ClassVR provides a practical way for students to explore shapes using augmented reality, holding them in their hands and examining them to help support problem solving. To broaden their understanding and develop their computer literacy skills, students can independently build their own 3D shapes in Paint 3D and quality check in augmented reality.

MATHEMATICS VR CASE STUDY: Creating 3D Shapes (Student Age 9-10)

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Enriched Experiences

When taking students on a journey back to key historical events, teachers often use visual cues to help them visualise and make comparisons between the past and present to ensure accurate interpretations are made.

VR use case:
Using ClassVR allows students to be fully immersed into ancient sites and historical landmarks where they can see, describe and experience in detail as if they were there. The immersive experience encourages students to hypothesise and predict how people lived better than any other learning method.

HISTORY VR CASE STUDY: Bringing History to Life (Student Age 8-9)

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1000s of Curriculum-Aligned VR & AR Resources for Primary & Elementary Schools

ClassVR comes complete with thousands of VR & AR resources, lesson plans and ready-made worksheets that can be easily integrated into your existing lessons to enhance learning.

  • Covers a multitude of subject covered in the curriculum
  • Includes 360 images, videos, 3D models and explorable scenes

What content is available? Download our list of available content


Want to find out more about ClassVR?

See ClassVR in action and book your FREE ClassVR demonstration today!

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