UNIVRSITY WHITEPAPER
  • βœ‰οΈINTRODUCTION
  • πŸ› οΈOur Vision
  • ❓What’s the uniVRsity(UVR)?
  • πŸ’ͺFlexible
  • πŸ’‘Eliminates the Geographical limitation
  • 🌳Environment Friendly
  • ⏳Time Flexibility
  • 🏫INCREASINGENGAGEMENT IN THE CLASSROOM
  • ✏️VIRTUAL AND AUGMENTED REALITY – THE 4TH WAVE
  • βš•οΈVIRTUAL REALITY WHAT CAN IT OFFER EDUCATION?
  • 🏹IMMERSIVE, ENGAGING EXPERIENCES
  • 🏫DOES VR HAVE A PLACE IN THE CLASSROOM?
  • WHAT CONCERNSARET HERE WITH USING VIRTUAL REALITY?
    • 1️⃣1
  • 2️⃣2
  • πŸ”°OCULUS RIFT
  • πŸ”°HTC VIVE
  • πŸ”°SONY PL AYSTATION VR
  • πŸ”°SAMSUNG GEAR VR
  • πŸ”°GOOGLE EXPEDITIONS
  • Group 1
    • βœ…KNOWING WHEN YOU ’VE SUCCEEDED
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INCREASINGENGAGEMENT IN THE CLASSROOM

One of the biggest issues teachers face is that of student engagement. Could schools look to this new technology to re-ignite past times where classrooms were places students could discover and experience new technologies for the first time? Think back to the 80s, when early PCs were being deployed in schools. Students could, for the first time, access innovative, cutting edge technology in a classroom, long before it became available and affordable in the consumer space. Children could engage in innovative ways, and with just a screen and keyboard they could create simple graphics and learn the fundamentals of early computing and coding, on devices and technology they didn’t have at home

This was a time of great excitement and engagement for many students. Computer clubs were formed to allow them to access the technology during lunchtimes and after school, facilitating extracurricular activities and driving the desire to learn with this fascinating new technology. Switch back to today.

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Last updated 2 years ago

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