Classroom Technology Updates

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  • View profile for Eder Jaider González Chacón
    Eder Jaider González Chacón Eder Jaider González Chacón is an Influencer

    Bilingual Education Director | Instructional Designer | Digital Transformation | Educational Leadership | English Teaching | Design Thinking | Virtual Reality | BPO industry | English for Work | A.I. | Doctoral Student

    3,083 followers

    Virtual Reality to Improve Language Teaching and Learning Experiences 🤖 Over the past week, I engaged with our dedicated CAC educators during some training sessions on Virtual Reality (VR) as part of our ongoing commitment to innovation at CAC - Eurocentres Colombia. This session was about introducing a new technology and exploring its potential to transform the English learning experience in our classrooms and community. We covered the best practices for integrating VR into our English programs, it was inspiring to see the enthusiasm and curiosity of our teachers. We discussed how VR can make abstract concepts tangible, bring distant cultures closer, and create immersive environments that deepen understanding. The discussions were rich, and filled with ideas on how to align these experiences with our curriculum and how to best support our CAC students’ language learning journeys. Training educators with new methodologies and tools, like VR, is essential in the education field where students usually look for new ways to learn and improve their skills. As educators, we have a great responsibility to keep up with technological advancements and resources that support and make us excel in our roles. When we are confident in using new tools and methodologies, we can create more engaging, effective, and inclusive learning experiences for our students. In terms of the benefits of integrating VR into the classroom, I highlight three of them: 🗣 Immersive Language Practice: VR allows learners to engage in realistic simulations of real-world environments, where they can practice English in context. 🌎 Cultural Exposure: VR can transport learners to different countries and cultural settings, allowing them to experience and understand the cultural nuances of English-speaking regions. 🔝 Engagement and Motivation: The interactive and visually engaging nature of VR makes language learning more enjoyable and motivating. All these sessions with the teachers were friendly reminders of the power of collaboration and continuous learning. As we get more motivated to explore and integrate innovative approaches, I am confident that our team will lead the way in setting new standards for language education.  This is beyond teaching and learning English, this is about creating a better future for our students and increasing the quality of education. #vr #innovation #learnenglish #virtualeducation #caceurocentres

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  • View profile for JoyBeth Jacobs R.N, BSN

    Director, Strategic Channel Partnerships | Channel Strategy, Distributors & ISVs | Enterprise GTM | Scalable Revenue Growth

    2,335 followers

    It’s one thing to learn a skill. It’s another to know you can perform it when the stakes are high. As an RN, I remember the first time I had to make a critical decision with no time to think twice. That moment stays with you. With VRpatients, we bring that level of readiness into training, so learners can face high-pressure scenarios in a safe environment before they meet them in real life. This isn’t about playing a game. It’s about preparing for real patient care. In VR, you control every decision and see the direct outcome of your actions. You can repeat complex cases, analyze each choice, and refine your approach until the right response becomes second nature. The result is more than competency, its confidence built on practice, reflection, and measurable improvement. When we invest in this kind of preparation, we invest in better outcomes for patients and providers. VRpatients gives educators, clinical leaders, and learners a way to close the readiness gap without overextending staff or resources. The work you put in today shapes the care you deliver tomorrow. Let’s make sure both are the best they can be. #VRpatients #VRsimulation #ClinicalEducation #HealthcareTraining #NursingEducation #PatientSafety #HealthcareInnovation #WorkforceDevelopment #ReadinessMatters

  • View profile for Bastian Schütz

    Meta | Commercial Strategy & GTM | Applied AI & Spatial Computing | Strategic Partnerships | Keynote Speaker | Founder

    30,450 followers

    6 𝗛𝗲𝗮𝗹𝘁𝗵𝗰𝗮𝗿𝗲 𝗖𝗮𝘀𝗲 𝗦𝘁𝘂𝗱𝗶𝗲𝘀 𝗶𝗻 𝗘𝘅𝘁𝗲𝗻𝗱𝗲𝗱 𝗥𝗲𝗮𝗹𝗶𝘁𝘆: 𝗥𝗲𝗮𝗹 𝗜𝗺𝗽𝗮𝗰𝘁, 𝗥𝗲𝗮𝗹 𝗥𝗲𝘀𝘂𝗹𝘁𝘀 Want proof that #VR, #MR, and #AI are transforming education and training? Here’s how global organisations are creating measurable impact with extended reality: 1️⃣ 𝗣𝘂𝗿𝗱𝘂𝗲 𝗚𝗹𝗼𝗯𝗮𝗹 (𝗡𝘂𝗿𝘀𝗶𝗻𝗴 𝗘𝗱𝘂𝗰𝗮𝘁𝗶𝗼𝗻) ✦ 𝗖𝗵𝗮𝗹𝗹𝗲𝗻𝗴𝗲: Addressing nursing shortages and training working adults. ✦ 𝗦𝗼𝗹𝘂𝘁𝗶𝗼𝗻: VR training with Meta Quest for clinical and soft skills, in partnership with PCS Spark and Oxford Medical Simulation. ✅ 𝗥𝗲𝘀𝘂𝗹𝘁: 10–15% increase in national nursing exam pass rates. 4,000+ nurses trained. Marked improvements in student confidence and real-world preparedness. 2️⃣ 𝗨𝗻𝗶𝘃𝗲𝗿𝘀𝗶𝘁𝘆 𝗼𝗳 𝗚𝗹𝗮𝘀𝗴𝗼𝘄 ✦ 𝗖𝗵𝗮𝗹𝗹𝗲𝗻𝗴𝗲: Physical constraints in teaching 3D subjects and remote learning accessibility. ✦ 𝗦𝗼𝗹𝘂𝘁𝗶𝗼𝗻: Mixed reality lab with Meta Quest headsets and 12 custom MR apps, developed with Edify. VR labs created in partnership with leading immersive tech companies, allowing teachers to lead 3D classes remotely. ✅ 𝗥𝗲𝘀𝘂𝗹𝘁: Thousands of students taught per semester. £3.7M UK government investment. Recognized in The Times Higher Education Awards 2021. Students reported increased confidence and deeper understanding of material, even in remote settings. 3️⃣ 𝗡𝗬𝗨 𝗖𝗼𝗹𝗹𝗲𝗴𝗲 𝗼𝗳 𝗗𝗲𝗻𝘁𝗶𝘀𝘁𝗿𝘆 ✦ 𝗖𝗵𝗮𝗹𝗹𝗲𝗻𝗴𝗲: Risky, limited traditional anesthetic training. ✦ 𝗦𝗼𝗹𝘂𝘁𝗶𝗼𝗻: VR simulation for oral anesthesia using Meta Quest. ✅ 𝗥𝗲𝘀𝘂𝗹𝘁: 1,200+ dental students trained. Greater student confidence. VR program licensed to other schools. 4️⃣ 𝗜𝗻𝘀𝗽𝗶𝗿𝗲𝗱 𝗘𝗱𝘂𝗰𝗮𝘁𝗶𝗼𝗻 𝗚𝗿𝗼𝘂𝗽 ✦ 𝗖𝗵𝗮𝗹𝗹𝗲𝗻𝗴𝗲: Making science practical for online and in-person learners. ✦ 𝗦𝗼𝗹𝘂𝘁𝗶𝗼𝗻: Mixed reality classes with Meta Quest, immersive views, and AI avatars. ✅ 𝗥𝗲𝘀𝘂𝗹𝘁: 100% of teachers reported improved student confidence. 85% improvement in content recall. 94% of students learned better in VR. 5️⃣ 𝗖𝗲𝗻𝘁𝗿𝗲 𝗳𝗼𝗿 𝗛𝗲𝗮𝗹𝘁𝗵𝗰𝗮𝗿𝗲 𝗜𝗻𝗻𝗼𝘃𝗮𝘁𝗶𝗼𝗻 (𝗧𝗮𝗻 𝗧𝗼𝗰𝗸 𝗦𝗲𝗻𝗴 𝗛𝗼𝘀𝗽𝗶𝘁𝗮𝗹) ✦ 𝗖𝗵𝗮𝗹𝗹𝗲𝗻𝗴𝗲: Training efficiency and safety in healthcare settings. ✦ 𝗦𝗼𝗹𝘂𝘁𝗶𝗼𝗻: VR modules for Lean principles with Meta Quest 2. ✅ 𝗥𝗲𝘀𝘂𝗹𝘁: 100% of participants said VR deepened their understanding. Plans to expand VR training hospital-wide. 6️⃣ 𝗩𝗲𝗵𝗶𝗰𝗹𝗲𝘀 𝗳𝗼𝗿 𝗖𝗵𝗮𝗻𝗴𝗲 ✦ 𝗖𝗵𝗮𝗹𝗹𝗲𝗻𝗴𝗲: Scaling auto-mechanic training for formerly incarcerated people. ✦ 𝗦𝗼𝗹𝘂𝘁𝗶𝗼𝗻: VR training with Meta Quest 2 and the EMPACT Immersive Training Platform. ✅ 𝗥𝗲𝘀𝘂𝗹𝘁: Early graduates securing jobs quickly. Reduced recidivism rates. Major potential for broader socio-economic impact. #ExtendedReality #MetaForWork #EdTech #VRTraining #MixedReality #Impact

  • View profile for Craig Frehlich

    Influential Leader and Educational Expert for XR, AI and Technology Integration. Always on the lookout for consulting work.

    6,091 followers

    VR is More Than a Novelty—It’s a Pedagogical Shift Getting a new VR headset is exciting. Trying VR at a conference is inspiring. But unlike a textbook or workbook, implementing VR into a school curriculum isn’t as simple as bringing the hardware into the classroom. Successful adoption requires careful consideration, ongoing support, and alignment with instructional design principles. Most of the challenges schools face aren’t about the technology itself—they’re about pedagogy, instructional design, and the science of how people learn. That’s why I created a free resource with 178+ practical tips and tricks to help schools and educators think deeply about VR integration. From aligning with learning objectives to managing cognitive load, this guide offers evidence-informed strategies to make immersive learning meaningful and sustainable. Check out the free resource.

  • View profile for Carl Boel

    PhD | Leveraging learning with XR and AI | keynote speaker | book author | Researcher Vives | Postdoc researcher Ghent University | working with XR Valley, Immersive Tech Week and Immersive Learning Research Network

    4,204 followers

    How do you implement virtual reality effectively in an actual classroom? Many asked, we know the answer! 👇 In our latest article, published in Journal of Computer Assisted Learning we investigated this in a quasi-experimental design. 211 middle school students were distributed over three groups: 1) teacher-led instruction and discussion + VR, 2) VR + teacher-led instruction and discussion, 3) VR + VR (no teacher-led instruction and discussion, serving as a control group). We tested what the effect of these sequences were on students' performance, self-efficacy, and intrinsic motivation in a pre-post test design. Our findings indicate that there was a significant effect of adding generative learning strategies (in this case teacher-led instruction and discussion) over the VR-only group. Second, we noted a significant effect of pre-training on students' performance and intrinsic motivation (class-first group), compared to the group of students who received instruction and discussion after the VR-experience (VR-first group). No significant effect could be retrieved for self-efficacy. What does this mean? From a theoretical point of view, this reinstates previous studies which distinguish between media and method: it is NOT the tool (here VR) itself, but how it is implemented that matters; adding generative learning strategies thus matter; our findings corroborate the importance of pre-training referring to the concept of cognitive load. From a practical perspective, it highlights the importance of teachers thinking wisely about their instructional design when adopting immersive technologies: pre-training about the concepts and the main ideas is essential; a 'simple' teacher-led instruction and classroom discussion on the topic, engaging students in generative learning is sufficient: there is no need for video creation, gamified simulations or others. In short, the teacher thus matters, and virtual reality should not replace them. We are very excited and honored to have our study published in the renowned Journal of Computer Assisted Learning by Wiley and would like to explicitly thank editor Paul A. Kirschner for his efforts during the review process. A big shout out too to my co-autors Tijs Rotsaert Martin Valcke and Tammy Schellens (and Yves Rosseel for his guidance during the design and the analysis of the data). I would also like to thank all students, parents, teachers, principals, and supporting institutions that contributed to the experiment of this study. Finally, a warm thank you to my former colleagues from Thomas More Research (Dieter Struyf, Marijke Lemal, Alexander Vanhulsel, Sarah Talboom) who provided me with the opportunity to carry out this study. We hope that our study is valuable to various stakeholders, including teacher, instructional designers, innovation managers, trainers, technology providers, and VR developers. #VR The full paper is available from now via: https://lnkd.in/eu_7j5eP

  • View profile for John King

    I bring educational and enterprise software solutions to the Higher Education and Enterprise market spaces at VictoryXR

    14,673 followers

    Virtual Reality in the Classroom: A Game-Changer for Global Education "Therefore, we decided we would develop our own apps to ensure that content was relevant to teachers and their subjects. To do this we worked first with an external company called VictoryXR to create bespoke content and see what was possible before bringing this development in-house." – Joana Simas, Global Head of EdTech Implementation, Inspired Education Group Virtual reality in education has long been a futuristic idea—until now. At Inspired Education Group, VR is no longer just a concept. It’s an integral part of everyday learning. Since 2022, students across 83 schools in 80+ countries have used over 2,000 VR headsets to experience over 250 immersive lessons in subjects ranging from biology to history and art. In this in-depth article, Joana Simas, global head of edtech implementation, shares how her team turned a visionary idea into a groundbreaking, scalable reality. Dissect a heart. Talk to Picasso.  Walk the trenches of World War I. Boost memory, engagement, and learning outcomes. What began with a single metaverse science experiment for IB students has evolved into a powerful global initiative backed by data: 90% of students say they’re more engaged 85% of teachers call it a valuable teaching tool 72% of students say it helps them recall what they’ve learned → Read the full article on Tes: How We Created 250 Virtual Reality Lessons for Our Schools

  • View profile for Eva Jones

    Director of Academic Engagement and VR Innovation

    6,056 followers

    After helping 50+ universities set up VR labs I’ve seen one truth. Immersive practice changes everything! Today, I’m sharing my 2025 tips on using VR for training—all based on real student outcomes. (Save and repost this for your faculty ♻️) 1️⃣ DANGEROUS SCENARIOS (Safety Imperative) → If it’s risky in real life, practice it in VR first. → Slash liability, boost confidence with hands-on simulations of high-stakes procedures. 2️⃣ IMPOSSIBLE SCENARIOS (Rarity Solution) → Expose students to anomalies they’d encounter once in their career—in VR, they can tackle them again and again. → Clinical or engineering oddities? Let them say “I’ve done this before!” 3️⃣ COUNTERPRODUCTIVE TRAINING (Failure Advantage) → Complex skills demand mistakes to learn. Let them fail big in VR—no real-world consequences. → Every expert was once a beginner who messed up (a lot). VR just makes it safer. 4️⃣ EXPENSIVE EQUIPMENT (Budget Saver) → Don’t risk a $1M MRI or $25K flight simulator. → Replicate pricey hardware in VR to save on repair costs and maximize practice time. 💡 Implementation Checklist: 1. Focus on learning goals, not fancy gadgets. 2. Integrate VR seamlessly into your existing curriculum. 3. Train your faculty—lack of educator buy-in is a VR killer. I often recommend DICE for 95% of the institutions I work with—solid gold, seriously. Pro Tip: Track performance metrics for every VR module. This data becomes powerful proof for funding, accreditation, and continuous program improvement. I’m here to help you make the jump from classroom theory to immersive reality—minus the stress. Virtual handshake 🤝 and cheers to effective, future-proof VR in higher ed! P.S. Ask me anything about higher ed VR implementation :) #virtualreality #edtech #vr #highereducation #vrtraining

  • View profile for Ashwin Jaishanker

    CEO at AutoVRse | XR-AI for Fortune 500 | Enterprise XR Platform for Pharmaceutical, Medical Devices, Heavy Manufacturing

    4,008 followers

    People in a flow state learn 500% faster. So why do we design training as if this research doesn't exist?   If you look closer, the best games (and learning experiences) operate in a sweet spot—one where challenges are neither too frustrating nor too easy. People lose awareness of their surroundings and get immersed in the learning task.   This is the flow state.   VR training naturally induces the flow state.    Through immersive environments that demand complete attention and the elimination of distractions that interrupt learning, it allows users to be fully absorbed in the experience.   It constantly keeps learners in that optimal zone for flow. Learners face obstacles that are just challenging enough to keep them going, but not so easy that they get bored.   In short, it makes for better learning experiences. And that's why we're seeing companies that adopt VR training reporting significantly higher knowledge retention rates.   The data is clear: employees trained in VR remember information better and perform tasks more accurately than those trained through traditional methods.   As leaders, we should be asking ourselves: are we leveraging the most effective learning technologies available? Or are we stuck in outdated paradigms?

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