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SpringboardVR Launches into Education with Content Bundle Designed to Make VR Easy and More Accessible for Schools

SpringboardVR, a Leading Provider of VR Venue Management and Content Distribution Infrastructure for Location-Based Entertainment (LBE), Is Making Their First Move Into Vr for Education With the Launch of a Unique Content and Service Bundle for Secondary Schools

SpringboardVR, a leading provider of VR venue management and content distribution infrastructure for location-based entertainment (LBE), is making their first move into VR for education with the launch of a unique content and service bundle for secondary schools. SpringboardVR’s first education bundle is designed to make it easier for middle and high schools to bring VR to their students.

SpringboardVR’s first VR product for education includes titles across a range of disciplines such as Music, Storytelling & Narrative, Science, Health & Wellness/Physical Education, Creation & Design, and Social Studies. It is the first and only bundling of a dozen curated tried-and-true titles that have already established a following with educators, parents, and students. Well-known titles bring education to life, like the quintessential virtual machine construction simulation “Fantastic Contraption,” the multi-award-winning title “Crow: The Legend” inspired by Native American lore, a carpet ride to the stars in “Titans of Space,” and more. Together the included titles support conceptual learning, where students make sense of facts through concepts and develop a more significant meaning and connection to the material, which is ideally suited for VR-supported education.

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“Many schools are interested in virtual reality for education as a concept, but finding and licensing relevant educational content is difficult and managing multiple VR stations along with the student experience can be even harder. That’s where SpringboardVR’s industry-leading experience forged in location-based VR comes into play,” notes SpringboardVR CEO Brad Scoggin. “SpringboardVR takes the guesswork out of content selection by packaging together some of the best-loved titles in VR for secondary schools, then backing it with software, support, and know-how to simplify deployment and management.”

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SpringboardVR’s education VR bundle comes with content lesson guides for all included titles that provides educators insight on how the VR content can be implemented to support learning and expand a student’s world view through contextual/conceptual thinking and self-reflection. The software to manage multiple VR units from a single device is also included along with a content launcher that can allow students to select and launch the titles themselves from within the headset environment. Schools also get the level of support that has earned SpringboardVR a sterling reputation worldwide with operators at hundreds of VR installations.

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“SpringboardVR built this first-step into educational VR keeping in mind the l***********, money, and other resources that schools and districts have in order to bring their students the best learning environment possible,” shares Josh Franzen, SpringboardVR’s Director of Business Development for Education, who will be at the Bett 2020 show debuting the product. “We worked directly with educators and ed-tech consultants to create a solution designed to lower the barrier of entry schools face when looking to adopt the next-generation learning technology that VR represents.” SpringboardVR is also working with Intel and HP on their joint “Learning Lab Initiative” which seeks to bring education technology and content to students across the globe.

“This content bundle was curated to cover the widest range of disciplines and grades, so all of the students within a secondary school can experience the power of VR for learning with a single technology move,” adds Scoggin. “This is a wonderful opportunity for our virtual reality company to have a real-world impact in classrooms everywhere,” he concludes.

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