KF, Innit and Making Views are working together on a pilot project called VR Education.
The purpose of VR Education is to help students learn more, faster, and having fun in the process, by combining VR, gaming tech, scientific pedagogic research and subject expertise.
Quality education is crucial for the student’s ability to adapt to an increasingly faster changing and challenging job-market. Sadly enough, the traditional class-room teaching is lagging compared to what new technology can provide to improve the learning process.
By combining the four above mentioned ‘tools’ we aim to improve the process and thereby the student’s results, in three ways:
- The ALT (Academic Learning Time) is critical for the amount of knowledge the students can consume. Research shows that it often lies around 50 % of the time set aside for learning, for some students as low as 10% Our solution increases ALT because other interferences are blocked out.
- Just about everyone, regardless of age, are familiar with gaming tech. It’s a central part of our leisure time. They are having fun and the method gives them a higher sense of achievement adjusted to their own level of understanding. Thus the increase in ALT is not forced upon them, they are simply enjoying it. Watch this video below to learn about the reactions from pupils and teachers who have tested the system in mathematics.
- The solution allows teachers to monitor each student’s progress. Lessons are automated and corrected automatically and thus give teachers more time for teaching and individual guidance based on statistics the system generates.
What do you see are the biggest challenges in this market?
The system was developed in 2017 and has been tested for six weeks in four different classes of 5th graders in mathematics, multiplication. The test has been monitored by Practice-based Education Research Center (SEPU) at Innlandet University College and a preliminary report has been written: https://vreducation.no/pdf/vr-maths-report-EN.pdf. The results were surprisingly positive, but more data is needed and further tests will be performed this spring.
What is your next big steps or ambitions?
We believe that the unique core of this concept is the combination of modern technology and scientific pedagogic research.
Based on this we will create a platform that can be used on all grade-levels and in multiple subjects, first on primary and lower secondary levels. There are no language boundaries so we believe the concept will be well received on a global scale, also in countries where both schools, teachers and money are scarce resources. Quality and flexible education by combining new technology and academia will be a game changer for future development and prosperity.
In what way has being a member of Oslo Edtech Cluster made a difference for you?
Being part of Oslo EdTech Cluster gives us access to a community where innovation is not an add-on, but a part of your bone marrow. It gives us great inspiration to meet with people for whom education is not only a business opportunity, but a purpose.
How many employees do you have?
Which stage do you say your company is at? Growth? Well established?
VR Education was founded in January this year and has for the time being only two employees. But behind it stands the three dedicated founding partners: KF, Making View and Innit AS, with 80 employees and a collective revenue of €12,5 mil. in 2017.
For more information: www.vreducation.no