Over 700 attendees at one of the biggest education symposiums in Britain will get a chance to experience the ground-breaking Virtual Reality EdTech innovation ENGAGE, developed by the award-winning virtual/augmented reality (VR/AR) software firm, Immersive VR Education (IVRE).
The 38th COBIS (Council of British International Schools) Annual Conference, which will take place at the InterContinental London – The O2 in Greenwich, London, from the 11th to the 13th of May, will host more than 700 delegates comprising Heads, Governors, and Senior Leaders from British Schools around the world. The theme of this year’s conference is “Vision 2030: The Future of International Education”, which will focus heavily on how technology can be developed to further advance the education sector.
IVRE will showcase its ENGAGE platform in the VR zone as part of the exhibition, and will allow delegates to try out ways in which VR could be used in their schools. The creators from IVRE will attend the event fresh on the back of two global EdTech award wins earlier this year. In February, IVRE was awarded “Best Digital VR/AI Product at the GESS Education Awards in Dubai, followed by the team scooping the “EdTech Company Setting a Trend” award at the US EdTech Awards 2019 in April.
The judges in both instances were impressed by the software creators’ work on the development of their ENGAGE platform, an online virtual social learning and presentation platform. ENGAGE is a powerful virtual reality collaboration and creation tool that allows educators and corporate trainers to host meetings, classes, private tutorials, training sessions, and presentations with people from all over the world, participating in a safe, virtual, multi-user environment.
VR Education CEO and Co-founder, David Whelan, speaking ahead of their attendance,
“We are excited to meet the education professionals at the COBIS Conference to discuss with and demonstrate to them exactly how their students can be immersed in education through the use of virtual reality.
It’s an opportunity to really drive home the exponential benefits that VR can offer the world of education and to demonstrate how the ENGAGE platform can change and improve the way we educate future generations – making best-in-class learning more accessible to children and students around the world.
Our goal is to make education interesting, informative, interactive, and most importantly, accessible to all. Learning is power – it’s what gives you a start in life, and enables the world to keep moving forward. No matter what your age or where you are, everyone deserves the opportunity to learn.
And we believe so strongly that VR has a pivotal role to play in the world of education – and ENGAGE can be the backbone of this. The platform itself is unparalleled in its ability to immerse the user into their learning experience, in order to increase learning retention and engagement.”
ENGAGE (See Appendix) is an online virtual social learning and presentation platform. It is a powerful virtual reality collaboration and creation tool, allowing educators and corporate trainers to host meetings, classes, private tutorials, training sessions and presentations with people from all over the world, participating in a safe, virtual, multi-user environment.
It is designed to either complement and enhances classroom teaching, or for use in a standalone environment, providing distance learners with access and opportunities to connect at a new level with their fellow students.
Mr. Whelan went on to speak about VR Education’s ‘mission’ in the education sector,
“We want to be the company at the forefront of mainstreaming VR technology in education. ENGAGE is at the cutting edge of this technology’s usage in the education sector. It is uniquely placed to do two things. Firstly, help educators visualise how the technology can positively impact their profession and their ability to influence students’ participation and performance and secondly, become synonymous with education and training technology, in the ‘learning space’ which can be applied anywhere – whether it is in an interactive museum, a second level school, a university, or a corporate training setting.
Our ENGAGE platform aims to fully immerse the user into their learning experience, in order to increase learning retention and engagement. It will allow people to receive the best education, from the best educators from around the world, all from the comfort of their own home using virtual reality”.
Appendix – How to ENGAGE?
There is a free version of ENGAGE available to allow users to download and consume content. The paid version of the platform provides users with additional features for content creation and network capabilities. Students can use a VR headset to participate from wherever they are in the world or can enjoy the platform through the desktop application.
ENGAGE has a selection of virtual presenter screens that allow users to stream documents and media from OneDrive, Google Docs, and Dropbox. They can stream in PowerPoints, Videos, Audio, and a range of different documents using a media playback system. ENGAGE also supports YouTube video playback in 2D, 3D, and 360 formats.
Using ENGAGE’s virtual objects and virtual environments library, teachers can create specialized lessons which aim to improve learning retention and class interaction. Live lessons can be recorded, then reviewed, and shared privately with others in a virtual classroom or uploaded to the ENGAGE platform for anyone to watch anywhere. For example, why teach Marine Biology in a classroom when you can treat students to a virtual lesson on the seabed? Imagine how much more powerful the learning experience could be when discussing the challenges of planetary environments from the surface of Mars? Stand with a class of students in the middle of the Masai Mara during the migration season to observe the majesty of nature and the importance of protecting our natural world. It really doesn’t have to be complex to remove the very real challenges of remote learning by bringing students virtually together in an ENGAGE meeting room.
VR Education, together with its wholly-owned subsidiary, Immersive VR Education is a VR software and technology group based in Waterford, Ireland, dedicated to transforming the delivery methods of education and corporate training by utilizing VR technologies to deliver fully immersive virtual learning experiences. The Group’s core focus is the development and commercialization of its online virtual social learning and presentation platform called ENGAGE, which provides a platform for creating, sharing, and delivering proprietary and third-party VR content for educational and corporate training purposes.
In addition to the ongoing development of the ENGAGE platform, the Group has also built two award-winning downloadable showcase VR experiences, the award-winning Apollo 11 VR experience, and Titanic VR experience, and most recently successfully launched Raid on the Ruhr.