The Virtual Arena: Educators Learn Their VR

Out-of-Home entertainment, and Immersive Technology industry specialist Kevin Williams reports in his latest Virtual Arena column on the further growth in recognition that virtual reality VR is receiving from the Enterprise sector. Moving from entertainment, he now covers the major developments VR is having in shaping the future Education Technology scene.

The British Educational Training and Technology Show (BETT) was held last week at London’s ExCel exhibition convention centre – representing the leading trade event representing the Education Technology (EdTech) and training scene – drawing some 800 corporations to the event, that covered multiple halls of the London venue and attracted some 34,000 industry professionals. The latest trends including touchscreen, tablets, 3D Printing, programmable robotics and smart learning technology were presented.

BETT 2020
Image credit: KWP

This column previously covered the 2018 BETT show and how VR was immerging as a possible EdTech trend – but with BETT 2020 the event cemented this movement, with a vast array of new developments and applications for this technology, and growth of previous early adopters.

Yet again, the biggest presence of VR at the show was from Avantis – the company had powered into VR and was one of the first to offer educators a dedicated package. Proving successful with its ‘ClassVR’, comprising a 3DoF mobileVR headset, combined with its software package – Avantis was celebrating over 1 million students having used the company’s ClassVR platform to-date – with over 30,000 classrooms operating the system across some 60 countries. A system that took much of what had been achieved with mobileVR in 2016 and packaged it into a reliable and compelling solution for the education sector, becoming a world leader deserving much more recognition.

Avansis BETT 2020Another exhibitor that has grown its investment into VR since our 2018 coverage was Redbox VR – providing a versatile and robust solution for schools to be able to field VR for education. Redbox VR has also partnered with the leading providers of VR based educational content. Fielding not only its own mobileVR powered headset but also working with the latest developments including from Pico.

The Redbox VR platform supports content such as the 360’ educational virtual trips using the Richo Theta camera. And part of the RiVR Link (“classroom in a Box”) offering a turnkey VR solution, and Google Expeditions platforms. But also revealing its partnering with MEL Science, provider of the ‘MEL Chemistry VR’ educational experiences; the group proudly promoting winning the prestigious BETT Award for 2020 – “innovator of the year”, for their work in this field.

Red Box VR BETT 2020
Image credit: KWP

Some aspects of VR promotion had changes since our previous feature – Google though still heavily committed to the education sector had dropped its investment in VR headsets to focus on the content. As with the suspension of the Google Daydream VR system, no VR was represented on the corporations’ vast booth at BETT 2020, but the company was still fully committed to immersive education through their Google Expeditions platform – offering virtual field trips to students.

Likewise, the VR presentation on the Microsoft booth at the education show was muted – rather than the bewildering array of Windows MR headsets seen two years ago, the company promoted the virtual learning systems on only one provider, with the Samsung Odyssey on display giving an example of the education content. Along with seeing VR as a major educational tool, the corporation was also promoting the use of its videogame content as a teaching tool with ‘Minecraft Education Edition’ being played avidly on the stand. (“edutainment” a factor in the deployment of virtual education).

 

Microsoft BETT 2020
Image credit: KWP

There was no visible presence from Acer, Asus or Dell VR headset at BETT this year – but there was still much interest in VR as an educational platform. Lenovo has a major presence at the EdTech event, promoting its computer and tablet technology in schools – but along with this the corporation as grown its VR education operation, announcing recently a significant investment with their ‘Lenovo VR Classroom’ kit that supports the Lenovo Mirage Solo headset (schools having access to plug-n-play VR setup). Lenovo was presenting its technology on the booth with the Oculus Rift S (developed in partnership with Oculus), the system running educational content using CAD designs. The VR Classroom 2 platform looking beyond just mobileVR towards the high end of PC VR.

Oculus BETT 2020
Image credit: KWP

Lenovo was also represented on other booths through the show, with Oculus Rift S headsets being put through their paces – these exhibitors chose to promote the application of VR through entertainment. The Unity booth showcased their educational content development – but also hoped to educate the educators towards what VR has to offer the future classroom, running on its booth an Oculus Rift S and Beat Saber. Another exhibitor using Beat Saber and the Oculus Rift S was Nutanix.

Unity BETT 2020
Image credit: KWP

No official Oculus presence was at the education showcase – but the corporation has been increasing its investment in Enterprise, and education and scientific development is a major part of this new interest. Only one Oculus Quest was seen in operation at BETT, on the Konica Minolta booth, the education service provider running the Quest as an example of how virtual lessons could reshape education.

Oculus Quest BETT 2020
Image credit: KWP

Another VR headset developer represented at BETT 2020 was HTC – residing on the Korean Pavilion at the show, the exhibitor VRANI promoted its ‘Kooring XR Coding Adventure’, a virtual experience created to help students in programming. The company brought examples of the virtual lesson running on the HTC Vive Cosmos, and the standalone HTC Vive Focus Pro headsets. The ‘Kooring XR Coding Camp’ offers innovative education through multiple users, employing “virtual textbooks”.

VRANI BETT 2020
Image credit: KWP

On the HP booth, working in partnership with Intel, the company brought examples of its new HP Reverb headset as well as its new backpack PC – offering a new and immersive education platform for schools and colleges. The ability to utilize this platform to navigate the virtual environment in free-roam a growing application in design as well as education (not to mention also in location-based entertainment (LBE)).

HP also partnered on their booth with Springboard VR – a specialist in VR content distribution and commercial licensing that also provides a ubiquitous content management platform for commercial deployment. The company may be more familiar to readers for their presence in the VR arcade scene – but recently has promoted investment in VR education content, offering a VR content and management platform for schools, museums and libraries, offering the latest licensed virtual educational content. The company showing its latest virtual lessons on the HP platform during BETT.

SpringboardVR BETT 2020
Image credit: KWP

BETT 2020 had a much more international reach, and with that, the impact of VR from an international standpoint in EdTech was revealed. One such example was on The Norwegian Classroom booth at BETT which along with the promotion of advancements in the Norwegian education system, they were running demonstrations on the Lenovo headset – running the vreducation.no. This represented work by Norway University into utilizing VR to support mathematical assignments and offer a unique and compelling education tool.

The Sultanate of Oman – Ministry of Education was one of many that ran mobileVR headsets demonstrating the deployment in schools utilizing this innovative technology. Even the UK government represented VR in their marketing promotion for the hard work that the Department of Trade and Industries (DTI) did towards promoting the leading role that British developers have had in expanding this new area of EdTech.

Lenovo BETT 2020
Image credit: KWP

Exhibitors from across the UK and the globe all included VR applications hoping to find homes in the education system, with companies such as Entab InfoTech, Apelab, and Medicus XR. The ability to create compelling and immersive content was demonstrated by Flyover Zone Productions, using a mixture of drone footage and 360’ immersion had created ‘Rome Reborn’ – “a virtual field trip to Ancient Rome”. Created as mobileVR content offered to schools as a virtual field trip to a historic landmark, it offers an experience for the students that brings their history books to life.

Rome Reborn BETT 2020
Image credit: KWP

One of the many interesting exhibitors at BETT was a Chinese developer of a simple and effective Eyesight and Colour Blindness testing system. The company selling their units to be used in schools and hospitals, the simple test allows for the sight of both eyes to be tested in a quick and easy examination that supplies at the end a printed receipt, able to detect issues at a young age, quickly and effectively. With the deployment of so much virtual display technology, this kind of system seems a very sensible precaution.

Eye Test system BETT 2020
Image credit: KWP

And finally, following on from our 2018 coverage, another speculation that immersive projected environments (representing another aspect of the virtual reality scene) would become a growing aspect of the education sector was proven by a plethora of new systems. Examples included several surface and floor projection system – as well as the use of motion-tracked projection walls for digital sports.

Interactive Floor BETT 2020
Image credit: KWP

In conclusion, it’s only the beginning of the year and already we have seen at CES, EAG and now BETT – enterprise applications of VR are at the forefront of sold investment. The direction of the virtual reality community has migrated from the niche of the consumer PC hyperbole and has started the long and productive lifecycle of achieving its true potential. Regarding its deployment in EdTech, the 2020 education sector seems to be working hard to find the best way to deploy this new tool in educating the future workforce.

MEL Science has Begun Selling VR Chemistry Lessons to Schools

Earlier this year VRFocus reported on education service MEL Science launching a new virtual reality (VR) app called MEL Chemistry VR covering the main K-12 curriculum topics. Today, the company has announced it is now selling its VR chemistry lessons into schools in the UK.

MEL Chemistry VR

The company launched a series of initiatives in order to make its way into schools, including a new feature, called “teacher mode”, that allows school teachers to use the company’s VR lessons in the classroom. MEL Science has also partnered with RedBoxVR, a company that manufactures and distributes VR kits to UK schools, and released 28 VR chemistry lessons that follow school curriculums.

Using the new “teacher mode” education professionals can guide a classroom of students through a VR chemistry lesson. Rather than use slides or a whiteboard, the teacher can illustrate concepts with an immersive VR experience that puts students in a virtual lab where they can zoom down to the atomic level, fly through the molecular makeup of chemicals and even build their own atoms.

MEL Science was founded by Vassili Philippov, Ph.D in Mathematics, who was inspired by his children to start MEL Science. He noticed his kids needed a more interactive way to understand the abstract concepts in subjects like chemistry, and believed VR could help bring their lessons to life.

MEL Chemistry VR Periodic Table

“The biggest challenge for chemistry teachers is to visualise basic chemistry concepts,” said Phillipov in a statement. “We believe that VR is a great tool to explain the things that cannot be seen.”

The 28 VR chemistry lessons are now available on Google Cardboard and Google Daydream devices. The lessons are divided into three sets with MEL Science keeping the lessons short and informative, running between three to seven minutes in length. Each set is available for purchase on Google Play for individual users for $9.90 USD. A one year license for the school version that includes teacher mode costs $49.90 per device.

MEL Science’s partnership with RedBoxVR will allow UK schools to affordably purchase VR hardware with MEL Science’s chemistry lessons already integrated. For schools with existing VR hardware, a school license for the chemistry lessons can be purchased directly from MEL Science.

VRFocus will continue its coverage of VR in education, reporting back with the latest announcements.

Kids can Learn Chemistry with MEL Science’s new VR app

One of the many uses virtual reality (VR) technology is being put to is education, covering a great swath of subjects whether its for children just beginning to learn a subject or adults mastering one. For the youngsters MEL Science has today launched a new virtual reality (VR) app called MEL Chemistry VR, focused just on the science subject.

With MEL Chemistry VR, the app lets users access a multitude of lessons, all of which cover the main K-12 curriculum topics, and are designed to be used at home or in the classroom, with a special version for educators coming out soon. For the launch the first six lessons are free to download: Atoms in Solids, Atoms in Gases, Atom Structure, Electron Orbitals, Isotopes and Orbital Names, all giving a basic understanding of chemistry.

MEL Chemistry VR_1

Supporting the Google Daydream head-mounted display (HMD) users will be taken into a virtual lab where they can choose what they want to learn then dive into a world only possible in VR. They’ll be able to get right down to the molecular level to see atoms, witness chemical reactions and see how these building blocks of life all fit together.

Kids will be able to disassemble an atom, seeing its fundamental protons, neutrons and electrons, or they can create their own, all using th eGoogle Daydream controller. The app will also test their knowledge, asking questions on what they’ve just learnt.

MEL Science has kept the lessons short and informative, running between three to seven minutes in length. “After 3-7 minutes, a child’s ability to keep absorbing new information drops,” states the compnay. “But during these minutes, their attention is complete and their learning is intense.”

At launch MEL Chemistry VR will have around 30-50 lessons, rising to 80-150 in 2018. The demo is available now with the full release coming later this year.

 

VRFocus will continue its coverage of VR in education, reporting back with the latest announcements.

MEL Science Bolsters Their VR/AR Learning Tool With $2.5 Million

MEL Science Bolsters Their VR/AR Learning Tool With $2.5 Million

Hands-on experiences can often provide better results when it comes to education, deeply embedding the knowledge and processes within the student. Some things will stick when reading and absorbing information tossed at a large group, but some subjects certainly require action. MEL Science embraces this ideal fully, providing a subscription service that includes 38 hands-on chemistry sets with a 3D microscope phone/tablet app to bolster the experience by showing what happens on a molecular level. It also is the first to include VR/AR implementation, further immersing their students in the practical project. Today, MEL Science announces that they’ve secured $2.5 million to take their education to the next level.

A look inside the MEL Science starter kit.

The MEL Science kit includes a smartphone macro lens, smartphone stand, syringes, a fuel stove, VR goggles, and other tools. It’s pretty neat to see a set of items that provides the essential things to experiment with chemistry while also tapping into the evolving digital culture that our children are growing up deeply embedded in. Kids and adults alike tend to have regular access to smartphones and tablets, so why not use these powerful devices to bolster the education process.

“First you touch the science physically with your hands, then you can look inside and see the processes at the molecular level,” says Vassili Philippov, who founded MEL Science in 2014, in a prepared statement. “This combination of practical training and virtual reality is the ideal form of learning. It helps you not just memorize but actually understand the essence of the event.”

Upload has previously reported on education initiatives involving virtual and augmented reality, including OpenSesame’s $9 million expansion of their e-Learning into VR and AR. Online language learning system Fluent Worlds is even planning the jump to VR. These types of programs are here to stay and potentially evolve as more investors recognize the huge potential in front of them.