Virtual Reality Built for the Classroom
Our Standard Headset delivers a reliable, streamlined and efficient VR & AR experience in the classroom, with everything schools need to get started!

Safe and Secure
Students can only access the content the teacher has created and uploaded to the headset. This ensures students remain focused and teachers maintain control, all from a safe learning environment.

Simple to Use Interface
ClassVR has been designed to provide an exciting, engaging, yet simple to use interface to allow students and teachers to easily access educational VR content with minimal fuss and no distractions.

User-friendly Controls
Our ClassVR headsets come with a wired hand-held controller so students can easily control and navigate through the headset’s interface, explore virtual scenes and interact with VR & AR content.

Designed for Schools
Designed for students of all ages, ClassVR headsets come with adjustable head straps for a comfortable user experience.
What’s included
ClassVR Headsets come fully equipped with everything you need to get started with VR & AR in the classroom.
- Available in sets of 4, 8 & 30
- Storage and Charging Cases
- Teacher Controls in the ClassVR Portal
- Curriculum Aligned Content and Resources
- Headset Configuration and Setup
- Teacher Training
- Wired hand-held controller






What Teachers Say About ClassVR
2 million students worldwide are experiencing immersive learning with ClassVR, guided by the creativity and passion of their teachers. Here is some of them…
Terri Gogola
Franklin High School,
USA

“Students used ClassVR to explore lines and angles in the VR world. They were 100% engaged during the entire lesson and loved using ClassVR headsets to enhance their learning experiences. The verbal communication and collaboration that took place throughout the lesson was incredible!”
Mathematics: Lines and Angles
(Age 14-15)
Man Choi Oh
Jeong Elementary,
South Korea

“With ClassVR, I was able to provide an immersive experience of the Earth and Moon, which helped the students to experience and understand the astronauts’ feelings. ClassVR’s incredible controls make it possible to conduct lessons and make the class more enriching.”
Science: The Moon Field Trip
(Age 5-11)
Mark Savery
Emmanuel College,
Australia

“Students were excited to be given building challenges in Minecraft as game-based learning. They took a further pride and ownership of their creations when they were able to bring their work from the digital world into their physical environment and manipulate it using ClassVR.”
Computing: Minecraft meets ClassVR
(Age 7-11)