ImmVRse is a blockchain based startup that focuses on utilizing VR as an educational platform, focusing on learning and teaching in a revolutionary way.
Disclosure: This is a Sponsored Article
While VR’s first major market was video games and entertainment, it has also made its way into classrooms due to the potential benefits it has for both students and teachers.
Students could apply new skills in simulated environments, record and track their progress, as well as allow them to connect with experts, all from one headset.
Keeping students engaged is a problem, a Samsung survey from 2016 concludes. Over 1000 K-12 teachers in the USA were polled, with 86% feeling that it was a challenge to keep students focused on the curriculum with existing technologies.
With the United States falling into the middle of the pack in global rankings for math, science, and reading, this is a major problem. Preparing the next generation who will one day run society is of the utmost importance for any country.
Samsung’s survey continues, stating that 93% of the teachers believed that their students would be excited to use VR technology in the classroom, a technology that most people have yet to get their hands on.
Not only would students be excited to use the VR tech, 83% of teachers also believe it would help improve learning outcomes.
A more engaged student is more likely to retain the information, and with the ability to apply learned knowledge, possibly even achieve mastery of that particular skill.
One of the signs of mastery level knowledge is being able to apply it in real situations, something that traditional teaching methods in classrooms struggle with accommodating.
Another research report confirms this, conducted by the Beijing Bluefocus E-Commerce Co. and Beijing iBokan Wisdom Mobile Internet Technology Training in 2016, found that VR-based education produced not only higher test scores, but better knowledge retention among Beijing high school students.
China has historically done extremely well in the PISA tests, usually in the top 5 for all three categories (reading, math, and science). The integration of VR within their curriculum would only further cement this trend.
The most interesting part of the study was the discovery that below average performers outperformed the test’s best performers, after being exposed to a VR curriculum. Everyone has different learning styles, and VR seems to better cater to the underperforming students.
ImmVRse is currently partnered with Kingston University and Imperial College London with hopes to further research into the values that VR has for not only education but other potential sectors.
ImmVRse is not only looking to focus solely on education, which is why it’s proud to also announce a partnership with the company Basis Neuro.
Basis Neuro creates gadgets and services that are controlled by just the brain. Their partnership with ImmVRse will allow them to access algorithms for analyzing brain signals, which will propel Basis Neuro forward in understanding the intricate relationship between VR and neural activity.
To learn more, visit their website, read their whitepaper, and meet with the team. Those interested in contributing to the TGE can begin the process for whitelist registration here. Connect with ImmVRse on Facebook, or chat with them on Telegram.
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