VR software is used to build immersive, simulated 3D environments.
To start, what’s the difference between VR, AR, MR, and XR?
It can be a confusing, however VR Centre has you covered.
Virtual reality (VR) transports the person into a new environment, often using VR headsets.
The goal is shut out the physical space and make the user feel like they are immersed in a new digital world.
Augmented reality (AR) adds digital elements into the real world. Remember the Pokémon Go phenomenon?
People were able to travel around physically to collect virtual creatures.
Mixed reality (MR) combines aspects of both AR and VR to have real-world and digital objects overlay and interact.
All three of these terms are classified under the umbrella term, extended reality (XR). This includes technologies that enhance all the senses.
Virtual reality is used to enhance student learning and engagement.
In today’s competitive environment, students are demanding more from Universities, TAFEs and other Registered Training Organizations.
The days where Students are expected to be satisfied with poor online delivery models with engagement coming from PDFs, slides and PowerPoints are behind us.
VR Centre transforms the way educational content is delivered. We work on the premise that creating a virtual world allows users to see, interact and experience it, making education in building and construction more interactive and immersive.
Quite simply, VR Centre brings the worksite into the classroom. Being immersed in what you are learning motivates you to fully understand it.
VR has a high price point that is a significant barrier for many users.
At VR Centre, we wanted to make VR education resources accessible to all registered training organisations, Universities, TAFE’s and other organisations. We have worked to make VR education accessible to a majority of users, by focusing on creating VR experiences for devices users already have and repurpose them into powerful tools for education.
Our philosophy here at VR Centre is that we want to make VR accessible to everyone. It’s for this reason that our full-service studio does not use tethered VR Headsets.
We work with dedicated headsets, through to smart devices and desktop environments for broad distribution. Tethered VR headsets have the following disadvantages:
It’s a well-known fact that people learn best by doing. However if you inspect modern education,
you’ll see how actually “doing” is little used to enhance learning. Students are focused on reading
instructions rather than using them in practice.
VR Centre works with education providers to provide an experience anchored to the instruction.
With VR Centre, learners are inspired to discover for themselves. Students have an opportunity to learn by doing rather than passively reading.
Having virtual reality in education is useful not only for content consumption, but it’s also great for content creation.
Through our online platform, VR Centre provides educational
providers with powerful tools, helping them boost their students’ educational experience.
VR allows us to bridge the gap between educators and learners. Often, qualifications offered by registered training organisations in building and construction like the CPC40120 Certificate IV in Building and Construction (Building) and CPC50220 Diploma of Building and Construction (Building) require the student to undertake practical assessments onsite.
VR Centre’s learning tools put educators and students together in the same room allowing
teachers the ability to teleport into the VR world and guide students through their experiences and assessments.
VR education gives the opportunity to make learning experiences social by allowing students to communicate with each other. VR Centre resources allows students to come together to discuss, synthesize, and learn from one another.
The transition from analog teaching practices to digital ones is going to change what teaching looks like. At VR Centre we see our resources change the role of a trainer from content delivery to content facilitation. With effective VR resources, trainers will be focused on creating conditions for exploring, rather than providing ready-made knowledge.