40+ Resources For Bringing AR/VR To The Classroom

VRFocus Creators

Do you work within or interested in the education industry and looking to bring VR/AR to the classroom? In this blog, you’ll find a collection of links to FREE apps plus much more! 

Want to download the whole list as a downloadable spreadsheet? CLICK HERE and get the resource for FREE.

Alchemy VR

Alchemy VR has partnered with Expeditions to produce experiences narrated by naturalist David Attenborough. They are creating immersive educational experiences on an impressive scale. It is an experimental virtual reality studio based in London, United Kingdom.

4D Anatomy

The subscription-based app allows students and teachers to explore the human anatomy. 4D Interactive Anatomy puts you in control of navigating and learning from real photographic anatomy on any screen.

Curiscope

Curiscope was founded at the start of 2016 with the belief that they could use AR & VR tech to change how kids engage and interact with Science. Take your lessons to a new dimension with the Augmented Reality Virtuali-Tee. Learn about the human body…on a human body.

Schell Games

Schell Games is the largest full-service education and entertainment game development company in the United States. Schell Games counts some of the world’s most respected brands as clients, including The Walt Disney Company, Yale University, SeaWorld Parks, Lionel, The Fred Rogers Company and Microsoft Corporation. 

Timelooper

Timelooper is a 360-degree virtual reality smartphone app that lets visitors re-live iconic moments from historical & cultural sites around the world. They are transforming the learning process from one that is inherently passive to active. They bring the classroom to life by empowering teachers to deliver highly interactive and historically and scientifically accurate content that will serve to inspire, emote, and inform students.

Unimersiv

Unimersiv is the largest platform for VR educational experiences. By downloading the app, you will have access to multiple experiences that will let you learn about history, space or human anatomy. Technology using virtual reality, however, has introduced new levels of experiential education. Virtual 3D worlds allow students and teachers to visit places otherwise impossible to visit without it. They can go to space, history places, deserts, or foreign countries without physically traveling there. Unimersiv’s VR app is available on the Samsung Gear VR and the Oculus Rift for now.

Quiver

Quiver Education content is designed around topics as diverse as biology, geometry, and the solar system. Quiver Education provides the same magical augmented reality colouring experience, but with a greater focus on educational content than the awesome Quiver App.

Wild Eyes

Wild Eyes use specially designed cameras to capture the natural world in 360-degrees. They are working with designers, educational organizations, and teachers to produce interactive lessons that allow the viewer to see a realistic depiction of the lessons they are learning including Biology, Physics, and Earth Sciences. They are using Virtual Reality to create an educational and immersive experience.

360cities

The world’s largest collection of stock 360° images and videos. The students/teachers can tour anyplace in the world with a 360-degree view for free. 360cities goal is to bring 360 VR photography to the mainstream and create new applications from this geographic data. We aim to cover hundreds of cities with tens of thousands of artistic, high-resolution, spherical panoramas.

CoSpaces Edu

CoSpaces Edu is an educational technology widely used in schools around the world and letting anyone easily create their own virtual content. With CoSpaces Edu, students can create virtually anything in the classroom!

Immersive VR Education

Immersive VR Education is a virtual/augmented reality company dedicated to transforming how educational content is delivered and consumed globally by providing educators and corporate trainers the tools they need to create their own content using virtual classrooms or virtual training environments.

Google Expeditions AR Pioneer Program

With the Expeditions app, through the use of VR and AR, teachers are no longer limited by the space of the classroom. VR lets you explore the world virtually while AR brings abstract concepts to life—allowing teachers to guide students through collections of 360° scenes and 3D objects, pointing out interesting sites and artifacts along the way. Introduce your students to a new way of learning with virtual reality (VR) and augmented reality (AR).

Nearpod

Nearpod strives to empower educators to create learning experiences that engage and inspire millions of students around the world. Nearpod is an all-in-one solution for the synchronized use of iPads in the classroom that makes lectures more engaging through interactive multimedia presentations.

ThingLink

ThingLink gives images a new role in online communication and learning. It allows teachers to create interactive images and videos. It is the easiest way to save and share notes and observations about real-world spaces, situations, and artifacts.

Boulevard (Previously WoofbertVR)

Boulevard creates immersive, user-controlled experiences and enriched art education content unlike any other in virtual, augmented and mixed reality. Boulevard Arts partners with the world’s leading museums and cultural sites to share their collections through virtual, augmented and mixed reality technology.

ISTE Librarian’s Network Webinar

Elissa Malespina, author of Augmented Reality in Education: Bringing Interactivity to Libraries and Classrooms has created a webinar about using AR and VR in the classroom. She talks about ways to incorporate AR into your schools.

zSpace

zSpace is an interactive, immersive virtual reality desktop platform. The system is focused on the learning market, specifically STEM education, medical instruction, corporate training, research, and design. zSpace applications engage students in standards-based learning experiences that align with the curriculum. Students construct knowledge and understanding of concepts across multiple curriculum areas with a strong focus on STEM subjects.

EON Reality (EON Reality Education)

EON Reality founded EON Reality Education, a non-profit focused on advancing the cause of Augmented and Virtual Reality (AVR) education and research. EON Reality Education will also guide and commission research and development projects with partner institutions to better understand the cognitive benefits of AVR.

Mattel View-Master Virtual Reality Viewer

Enter the world of virtual reality with the View-Master Virtual Reality Starter Pack. This kid-friendly device will surround you with stunning 360-degree environments so you feel as if you are really there. Immerse yourself in 360-degree interactive environments and explore these amazing virtual worlds.

ClassVR

ClassVR is a groundbreaking new technology designed to help raise engagement and increase knowledge retention for students of all ages. It is the world’s first affordable VR/AR solution designed to give schools everything they need to deliver an exciting, engaging and truly immersive learning experience, whilst ensuring it is fully managed and controlled within the classroom.

ENGAGE

ENGAGE is an advanced virtual reality training and education platform that makes it easy to collaborate, create and learn in virtual reality. The tools are very easy to use and require no technical expertise. The platform allows educators and corporate trainers to share their own content in a virtual setting, inspiring students whether in a classroom, lecture theatre, or operating theatre.

Titans of Space

Titans of Space is a densely educational guided tour of the Solar System, designed first for virtual reality. Multiple versions are available for mobile and PC platforms, for VR and otherwise.

VirtualSpeech VR

VirtualSpeech provides a training platform for people to practice soft skills in VR. Combining VR with e-learning or in-person training gives participants a chance to practice what they have learned in realistic environments, helping develop essential soft skills more effectively. Founded by Dom Barnard and Sophie Thompson in early 2016.

Veative

Veative is bringing VR in education that improves learning outcomes and increases engagement. Veative has launched its Awareness drive for Virtual Reality (VR) in Education. They develop immersive technology solutions that have shown an incredible ability to educate, train, and solve real-world problems.

Arch Virtual

Arch Virtual creates VR medical training experiences that help students practice surgical operations. They practice medical procedures in virtual reality environments before conducting them for real. They create real-time 3D environments for visualization, simulation and marketing using gaming and VR technologies like Unity3D and Oculus Rift.

Gamar

Gamar is an award-winning platform that enables anyone to easily map spaces and create augmented reality games or tours. Within the app, there are many kid-friendly activities available to keep the whole family entertained. Gamar allows museums and local attractions to easily create engaging tours with augmented reality to engage visitors.

InMind 2 VR (Cardboard)

InMind VR is an adventure game about a scientific journey inside the emotional chemistry of the human brain. It allows the students to experience the journey into the patient’s brains in search of the neurons that cause mental disorders. The game places emphasis on the chemistry behind human emotion, greatly inspired by the Pixar/Disney movie “Inside Out” and (more scientifically) Lövheim’s theory of emotions.

VR Space

VR Space is one of the VR apps available to learn about space. It is an immersive virtual reality tour of Sun Star and planet systems. Kids will learn all about the different planets in our Solar System and can guess some of space’s greatest facts.

Mission: ISS

Mission: ISS is to date the most detailed and elaborate space-oriented educational app for virtual reality. Take a trip into orbit and experience life onboard the International Space Station!

MEL Chemistry VR

One of the best educational VR apps on the subject of chemistry. MEL Chemistry VR lessons are aligned with the school chemistry curriculum, covering all of its main topics.

Universe Sandbox ²

Universe Sandbox ² is a physics-based space simulator that allows you to create, destroy, and interact on an unimaginable scale.

The VR Museum of Fine Art

A must-download VR education app. Explore the Second Floor of the Museum! Explore a virtual museum in room-scale VR: see famous sculptures in full, 1:1 scale and see famous paintings without the limitations of glass and security guards.

VictoryXR

VictoryXR is a world leader in virtual reality and augmented reality educational product development. VictoryXR gamified learning for middle school and high school science while keeping all units tied to the Next Gen Science Standards. In addition to gamification, there are 48 virtual field trips around the world.

AR Flashcards-Alphabet & More

Made for younger students, AR Flashcards make learning fun with the technology of Augmented Reality! With AR Flashcards, learning is fun! When you point your device at the printed flashcard a beautifully rendered 3D animal will pop up on the screen. Tap the animal to hear the letter and animal name.

Anatomyou VR

Anatomyou VR is an educational mobile application that presents human anatomy to the user from a different perspective. Anatomyou can be used in two different modes: Virtual Reality and Full Screen.

ImmerseMe

ImmerseMe aims to be the world’s best academic language tool. ImmerseMe uses virtual reality (VR) to simulate everyday conversations in foreign languages. You can choose from over 3,000 interactive scenarios across 9 languages: German, Spanish, French, English, Japanese, Chinese, Italian, Greek and Indonesian.

TheBodyVR

The Body VR: Journey Inside a Cell is an award-winning educational virtual reality experience that takes the user inside a human cell.

FotonVR

FotonVR is the first virtual reality in education provider company, that provides complete solution of VR classroom set up, hardware supply, complete content for school syllabus and training to teacher. It has the largest library of science activities for school science subjects. It is an app specially designed for school to teach science subjects. It has more than 480 immersive VR activities that cover biology, physics, and chemistry topics.

Axon Park

Axon Park is an education technology company focused on democratizing access to education through XR and AI.

BRIOVR

Create an immersive learning environment for your classroom with virtual reality. BRIOVR is helping teachers bring VR into their classrooms by offering free sign-ups, storage and sharing to all students. BRIOVR has made it easy for users to build, create and share virtual reality content. Simply register with an email and your classroom has access to the latest VR technology. No coding or downloading required. Built for beginners.

Want to download the whole list as a downloadable spreadsheet? CLICK HERE and get the resource for FREE.

Scottish Council Gives Every School Standalone ClassVR Headsets

Scottish Council Gives Every School Standalone ClassVR Headsets

A Scottish council is getting serious about using VR for education.

East Renfrewshire Council this month announced that it had invested £250,000 to bring over 900 ClassVR headsets to every school in its area. ClassVR isn’t a simple smartphone-based device but instead a full standalone headset specifically tailored to take students on virtual field trips and history lessons that can be guided by teachers.

Created by Avantis Systems, the headset features a Quad-Core ARM Cortex-A17 processor, 2GB RAM and a 2560 x 1440 display. It’s by no means a powerhouse designed for the latest games, but should suit the needs of a classroom with little concern. There’s even a front-facing camera for AR content and to allow kids to view their surrounding area.

ClassVR provides its own educational resources, too, created to align with the UK curriculum. Content covers a range of topics including trips to historic sites, explorations for geography, scientific marvels and more. It runs on the company’s own interface, the Holodeck, which is navigated with simple gesture controls both with basic hand-tracking and head movements.

Headsets have been distributed to the 30 schools under the council’s area. Teachers can plan lessons ClassVR’s resources and then, when children are in VR, launch software simultaneously to multiple headsets using a connected PC. They can then point out areas of interest and get an idea of where children are looking with a real-time headset view and more.

The system sounds very similar to Google’s Expeditions initiative, which utilized its Cardboard VR viewers, but won’t need a smartphone to run.

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The Virtual Arena: VR Gets Schooled

Following on from previous coverage of the Enterprise approach for VR, and VRFocus columnist Kevin Williams, looks at the latest deployment of VR into the classroom and education structure revealed during the largest education and training event in Europe.

The Virtual ArenaMany of my regular followers will be familiar with the coverage I gave last year of The British Educational Training and Technology Show (BETT). So, it was with much interest that a returned to BETT 2018 to see how this initial interest in virtual reality (VR) technology was impacting the scene.

The BETT event filled London’s ExCel exhibition and convention centre, with a multitude of the latest technology learning and teaching aids – ranging from electronic whiteboards, smart teaching tablets, new 3D printing platforms, and the latest in machine learning applications to track pupil and student advancement.

The British Educational Training and Technology Show (BETT) - BETT 2018

Regarding VR in the classroom, the deployment of the immersive technology was still trying to define its offering – but was a force for good. The biggest presence on the mammoth show floor was from AVANTIS, building on last year’s presence, promoting their ClassVR platform. ClassVR offers a tough, self-contained head mounted display (HMD) designed for education. The unique headset featuring a see-through camera, and the ability to wireless communicate.

BETT 2018 - AVANTIS

BETT 2018 - AVANTISThe company’s large booth saw a lot of interest, with AVANTIS running a special enclosure that represented a World War I trench. An illustration of how the VR platform can be used as a learning experience that fits into the national syllabus. The ClassVR system offered in a multiple eight-unit case for class teaching.

BETT 2018 - AVANTIS

Another exhibitor that demonstrated their classroom ready VR platform was Redbox VR – offering their own ruggedly designed headsets, but in this case favouring a smart phone, rather than self-contained approach. The company having partnered to support the Google Cardboard standard for teaching (Google Expeditions). This partnership has resulted in a robust offering, with learning supported by a large content library.

BETT 2018 - Redbox VRBETT 2018 - Redbox VR

Google’s educational aspirations (Google for Education) were on display, with the company coming to BETT 2018 with a big booth promoting more their educational support content and smart apps than their hardware. But that was also looking at their curriculum and classroom advantage. The company did not have many Cardboard HMDs on their own booth, but were promoting their latest augmented reality (AR) tools, and how their Google Maps application married to class-based learning – Google Expeditions comprising some 700 experiences.

BETT 2018 - Google Education

One of the largest of the exhibitors on the show floor with a strong VR presence was Microsoft Worldwide Education, heavily promoting their Windows Mixed Reality offering in this sector of education. A wide selection of Windows Mixed Reality partners supported the booth with their headsets, including the HP VR1000, Acer AH101 and Dell Visor. Microsoft also promoted their Hololens AR solution, offering a comprehensive immersive platform solution, supported by a class-based VR and AR curriculum.

BETT 2018 - Microsoft Worldwide Education
The Dell Visor in use at BETT 2018.
BETT 2018 - Microsoft Worldwide Education
People were also able to get hands-on with Acer’s HMD.
BETT 2018 - Microsoft Worldwide Education
The Dell Visor

These headsets were seen across the BETT 2018 show floor – a concentrated effort by the manufacturers to support a Enterprise approach to VR, rather than focusing, as other headset developers, on a mainly VR gaming-related business approach.

On the Acer booth the company presented several of their educational endeavours, along with putting the Acer AH101 VR headset through its paces with a number of experiences.

BETT 2018 - Acer

Asus was also at the event, partnering up with Intel showed their Asus HC120 VR headset, tied into their virtual classroom demonstration, allowing for the immersive environment to be displayed in real-time to other classmates.

Dell Technologies (also in partnership with Intel and Microsoft) had a comprehensive education presentation across their product range, promoted as part of their “Virtual Futures” initiative. Their Dell Visor VR headset in its educational colours, going through its paces as a teaching tool allowing pupils to “delve” inside their subjects, with VR-based learning.

BETT 2018 - DellBETT 2018 - Dell Visor

Another of the supporters of the Windows Mixed Reality standard, Lenovo (once again in partnership with Intel) demonstrated their commitment to the VR learning opportunity, showing their Lenovo Explorer headset. But pride of place was also given to the new Lenovo Mirage Solo – freshly launched at CES that month, the Mirage supports the Google Daydream initiative.

BETT 2018 - Lenovo Mirage Solo
The Lenovo Mirage Solo
BETT 2018 - Lenovo Explorer
The Lenovo Explorer

The brand-new Lenovo Mirage Solo integrates Google’s WorldSense 6DOF positional tracking, as well as supporting a controller. Feeling more like a self-contained mobile VR application. It could be seen that Google’s Daydream has been slow out the blocks, though Lenovo were not shy in promoting their association.

BETT 2018 - Lenovo

BETT 2018 - Lenovo

Another of those supporting multiple approaches to offering a complimentary immersive solution to the educational sphere was HP. Along with their Windows Mixed Reality support, seen on the Microsoft booth, HP presented a selection of other VR solutions including an HTC Vive Backpack VR offering.

BETT 2018 - HPBETT 2018 - HP Backpack HTC Vive

Along with HP, many other exhibitors during BETT 2018 had HTC Vive room-scale setups on their booth demonstrating the application and opportunities that this approach had to offer. With regards Oculus VR, they were only seen on two booths, such as presented by Sensory Guru, who presented their Sensory VR – offering a wide variety of the latest VR platforms for deployment in special needs and educational services for inclusive classroom engagement.

Another exhibitor that has placed a considerable global effort into the promotion of a virtual classroom experience was VEATIVE Labs – the Singapore based operation presented a classroom application using their VEATIVE All-in-One headset, as well as a wide curriculum of specially created immersive content for students with teacher control built in. The company is also able to support other headsets, but with the VEATIVE solution is able to quickly adapt schools to the learning process.

BETT 2018 - Veative

BETT 2018 - Veative

It is the creation of this immersive content to best illustrate the power of VR learning that was also on display at this year’s BETT, with exhibitor HumanEyes Technologies demonstrating the VUZE VR camera, able to offer VR video and VR photo creation, perfect to be displayed in an educational approach.

BETT 2018 - HumanEyes with VUZE

BETT 2018 - HumanEyes with VUZE

While ClickView, provider of an online platform of curriculum-mapped videos for students, was branching beyond their conventional video content to specially created 360’ experiences building on the interactive education roots – with the ability for the teacher to build into the content questions and help shape the immersive learning approach.

BETT 2018 - ClickView

The appearance of HMDs in the educational landscape seemed to have stabilized at BETT 2018. With more practical solutions being promoted, rather than a feeling of just riding on the popularity of the tech trend. A novel approach seen at BETT was from exhibitors Rapid Electronics – along with their self-assembly programable robots and drones, the company also promoted their Airgineers VR googles, offering first-person view from their camera on their drone. The special wireless single offering a unique perspective, and is being employed in drone racing competitions. More an immersive display than true VR, it still offers a compelling experience – like the Live-Drive RC system reported in our IAAPA 2017 coverage.

BETT 2018 - Rapid Electronics with Airgineers

BETT 2018 - Rapid Electronics

And in conclusion it is the constant hunt for the next leading immersive technology trend that will shape the market that drives our attendance at the Enterprise industries events. BETT 2018 may have given a tantalising glimpse of the next trend on the horizon. Seen on a number of booths, the latest in projection systems – such as from Immersive Interactive, who presented a platform that can offer a immersive projected environment that is also interactive.

BETT 2018 - Immersive InteractiveProjection based immersive experiences obviously benefit from the ability to have multiple users immersed in the same experience, and does without the need for cumbersome HMDs and restrictive motion tracking. Though only now gathering momentum it is an interesting technology to keep in sight.

That is the conclusion of our coverage of BETT 2018 – we saw a lot of promise for VR, but also saw a powerplay by Windows Mixed Reality towards being able to control the high-ground of VR application, while developers such as AVANTIS start to see their VR platforms deployed into real-world locations. Next Years’ education event will prove to be where the reality of this tech’s benefit for immersive learning will be revealed.

There will be more from Kevin Williams and The Virtual Arena very soon, here on VRFocus.