100 Voices of AR and VR in Education

Just over a year and a half ago I set up this website with two specific goals -

1. To share ideas and examples of best practice in the use of AR and VR in education

2. To connect with like-minded educators and pioneers working with immersive technologies.

As I sit here writing the site’s 100th article, I think it’s safe to say that I’m doing pretty well with regards to my first goal but I never dreamed that I would build such an amazing network of colleagues, collaborators and friends from all corners of the globe along the way. It really has been inspirational to connect with so many outstanding, innovative people working to integrate VR and AR in meaningful ways to produce transformational learning opportunities for students around the world.

So when I realised that the 100th article on VirtualiTeach was on the horizon, I started planning something special, something big, something that I’d never done before. My idea was to reach out to 100 of these amazing pioneers and ask them to contribute a short reflection (100 words approximately) to a shared vision of AR and VR in Education. I figured that this would produce a great list of people that others could connect with (and social media profiles are linked under the entries) as well as some profound insight into the subject from a broad range of perspectives (and some stellar quotes for those delivering presentations on the theme!)

What followed was a six week marathon to collate this enormous collaborative project. I wanted a wide variety of voices for the project so I tried to bring in pioneers from a range of fields. As such you’ll find edtech legends like Mark Anderson and Kathy Schrock as well as academic thought-leaders like Jeremy Bailenson and Tom You’ll find developers pioneering the use of immersive technology for learning like Ben Kidd and Mike Armstong alongside VR education trailblazers like Jaime Donally and Micah Shippee. I even had the honour of including BATFA and Emmy Award-winning VR film-maker Anthony Geffen in the mix.

Honestly – the list is both amazing and genuinely humbling so I want to say a HUGE thank you to each and every one of these amazing individuals both for taking the time to be a part of this project and for driving their respective industries to new levels of creativity and innovation.

So just before we kick things off, let me just clarify a few things:

1. I personally chose who was included on this list.

2. No-one bought their place on the list in any way. (it's a non-profit website folks)

3. There are obviously lots of other people that could have been included and some of them may have been contacted but not have been able to contribute or not responded.

4. Contributors were given an approximate word count but allowed to approach the task how they saw fit.

5. The list is in no particular order.

Oh and I added a picture after every five entries just to break the text up a little.

I hope you enjoy delving into it and thank you all for the continued support too.



I am thoroughly impressed with the strides the industry has been taking in 2018. The idea of teaching and educating through VR and AR is starting to be looked at with strong consideration, and I even see some industry companies pivoting toward the education technology market. As part of our Virtual Reality Day initiative for 2019, we’re partnering with the Earth Day Network to help bring conservation education through VR and AR more to the forefront as they approach the 50th Anniversary of Earth Day in April 2020. I only see brightness ahead for the industry as a whole.

Robert Fine

Editor-in-Chief - VR Voice


Augmented & Virtual Reality are powerful tools that can exponentially increase the resources available in your classroom. AR allows you to bring almost anything you need into your classroom and VR allows you to take your students almost anywhere in the universe. I have a few go-to apps in my AR/VR tool belt that I'd like to share: Google Street View, NYT VR, Google Expeditions, Merge Cube, GeoGebra AR, Spacecraft 3D. And to create AR & VR try out Thinglink VR, Google Tour Creator, CoSpaces Edu, and Metaverse.

Michael Fricano II

Technology Integration Specialist K-6'- Iolani School


Both AR and VR have the potential to change education for the better. With tools more accessible to students and increased educator understanding, we will see instructional shifts that better benefit our students. If I had to pick one right now that excites me the most, I would choose AR. I see AR leveraged to provide students with in-the-moment experiences that relate to their immediate surroundings. With AR we can deploy interactive museum pieces and models. We can also support student identification of elements and objects around them. These types of learning opportunities allow students to maintain an unprecedented sense of mindfulness toward their learning context. Micah Shippee, PhD

Teacher, Middle School Social Studies - Liverpool Central School District


We know the traditional classroom setting is not conducive to stimulated learning, where with VR the classroom itself can activate the whole of the brain to form stronger more effective memories. VR (often seen as simply a fun new way to learn), is more than a ‘cool side show’ to have out during inspections. VR can also assist with the financial efficiencies. Consider collaborative cross campus sharing of teaching staff. This removes the need for unnecessary/excess travel or hiring of extra staff for small class sizes on specialised subjects. Even opening up new revenue streams in the home schooling market? Chris Long

Business Developer - Immersive VR Education


After all of the experimentation over the last 40 years, there is no question about the extraordinary impact of immersive computing on education and training, which are and will always be the ultimate applications for virtual and augmented reality. The magic dust is that (if done well) sensory immersive unlocks spatial memory and students remember. In essence being in a virtual world is like writing on the brain with permanent ink. The challenges now are: 1) developing the content that is discipline specific and meets the standards established by the state and local school districts; and 2) convincing the teachers that they adopt VR into their teaching portfolio.

Tom Furness

Professor University of Washington & Founder of The Virtual World Society

VR has been proven to be an effective way to teach time and time again, but many startups are still struggling to build business that use VR for education. The main problem is not the how, but the what that is being taught. Instead of the typical virtual field trips or chemistry experiments, startups need to focus on higher value problems that students and parents are already spending for. One such opportunity is SAT test prep. Families spend anywhere from $1000-2000 per student for SAT prep and if VR could improve SAT scores by 20%, every family would own VR.

Tipatat Chennavasin

General Partner - The Venture Reality Fund


In Virtual Reality, classrooms become infinite. That's the real power of VR. You can visualize concepts that you otherwise never could – like a rocket launch in science class or chemistry experiments that would have explosive (or even radioactive) results. Additionally, when you are in VR, all your focus is on the topic at hand and the best teachers in the world are just one click away. Add to that the fact that the educational content is all around you instead of on a 2D piece of paper, the value for VR in education is easy to grasp.

Dominic Eskofier

Head of Virtual Reality (EMEIA) - NVIDIA & Founder - aVRica


Augmented learning, like most learning technologies, is a double edged sword. But the effects stand to be exacerbated to the nth degree, greatly enhancing what mobile learning affords us but also automating human inquiry to possibly dangerous levels. (http://erichawkinson.com)

Eric Hawkinson

Research Coordinator- Mixed, Augmented, and Virtual Realities in Learning Research Group (MAVR)


My Higher Education colleagues are researchers and educators. Some are gamers. With the exception of those in relevant disciplines (Computer Science, Engineering, Arts) few of the others have worn a VR headset, much less thought how to use it in education. I think high impacts in VR will come from making it more accessible to new creators (students and staff). Don’t estimate the power of VR; not only can it transport you to a different time/place, it can skip milestones of lived experiences to alter how you see your future self. “It’s like I’m there” becomes “This is me, now”.

Dr Sarah Fielding

Professional Specialist in Learning Design - University of Southampton


The field trip is the perfect metaphor for VR learning. On a field trip you get to go somewhere special, a place where “being there” matters. Field trips don’t happen every day, of course; they are designed to augment the classroom, not replace it. Most learning still utilizes the “telling” model, where teachers speak and students listen. VR is not going to replace classrooms overnight. Nor should it. What I look forward to seeing, and indeed will actively promote, is a slow, careful, but steady trial-and-error integration of this new and powerful technology into the classroom.

Jeremy Baillenson

Director of the Virtual Human Interaction Lab - Stanford University


Technology has the potential to change everything but equally has the potential to change nothing, when you don't think about its use carefully. Augmented and Virtual Reality fall very squarely into this remit. Lots of opportunities for the use of AR and VR are hugely gimmicky, but equally there are some things you can do that are tremendous. AR and VR bring opportunities for learning and experiencing things in ways that simply wouldn't be possible if it wasn't for the technology. From painting in virtual reality, honing your artistic skills in 3 dimensions using amazing tools such as Google's 'Tilt Brush' to piloting huge ships practicing this in simulated environments, AR and VR can be fantastic. Remember, using technology as a gimmick devalues you as a teacher, devalues the technology and ultimately what you are doing in the classroom - keep the depth of challenge and focus on the learning.

Mark Anderson

ICT Evangelist


Immersive technology presents an extremely exciting opportunity to reinvent education by learning through experience. We've seen a variety of educators use Mindshow to teach English, perform scenes in drama class, and even help inform kindergartners about internet safety. Excited to see how we can be even more helpful to schools in the future!

Cosmo Scharf

Co-Founder - Mindshow


Immersive technologies like AR & VR are enhancing learner engagement across a wide gamut of educational purposes, from putting theory into practice, allowing access to places in deeper, richer ways or by inspiring imaginations in a manner a picture or video simply can't achieve. 360º photos and videos have paved the way to more interactive experiences for many establishments, with cost effective VR hardware solutions like Oculus Go and Vive Focus making IT operations easier to maintain and control beyond smartphones and Cardboard. Tablets running AR apps means existing hardware can be repurposed for immersive content beyond the flat touchscreen. Since the consumer new wave in 2016, there are now a wealth of websites, portals and social media advice groups offering free content related to a range of subject matters, suitable for a range of ages and education levels. The best advice is to take some devices home and have fun exploring to find the most suitable for specific needs and objectives.

Sam Watts

Director of Immersive Technologies - Make Real

@makerealvr & @vr_sam

The future of how we educate lies in rapid skills training using a combination of VR/AR, AI and Blockchain to deliver highly relevant, engaging and effective training at scale. Using platforms like Engage, Google Expeditions, Victory VR and others will give students the ability to learn from world experts in a whole new way. VR Training in enterprise has already demonstrated up 40% decrease in training times and up to 70% higher retention rates. If these kind of numbers are any indication, VR/AR education has a bright future.My personal mission is to inspire and educate using these technologies to teach the fundamentals of success; gratitude, mindfulness, positivity, mentorship alongside product development, marketing, sales, financial planning and investing.

Alan Smithson CEO - MetaVRse @metaVRse

The ability to learn, improve oneself and pass on knowledge is the core reason humans have growth to dominate this planet. We have evolved over millions of years to maximize learning when all our senses are engaged. Unfortunately, most current education systems are limited to lectures and written text. With VR/AR supplemented education, students of all ages can be seamlessly transported into any imaginable scenario where they can receive an immersive learning experience engaging both the body and the mind, forming memories that can last a lifetime. It truly has the potential to unleash the hidden genius in every child.

Alvin Wang Graylin

China President - HTC Vive


VR promised to engulf the viewers and revolutionize the way information is perceived - and it did. The trend for the technology has seen a turnaround since it has become so affordable and accessible. Facebook, NASA, Google - all are using it to give the users flabbergasting, immersive experiences that they can relish and remember till hours later. Virtual Reality is an optimistic window to break the shackles of the existing modes of information. It has a compelling advantage of keeping a person glued through rich simulations and enabling them to feel its vividness. It bears along a directional shift. The head turning technology has caught the audience in a frenzy while the professional VR market continues to scale new heights.

Dr Sana Farid

Co-Founder - Munfarid Consulting


My advice “don’t worry take the VR/AR plunge, both you and students will soar”. How can you get started? Try incorporating VR/AR as a visual learning tool in one of your classes, let students fly over a live volcano with National Geographic, or understand the human anatomy in AR. If you are a builder/creator keen on building your own VR/AR environment, there are tons of beginners tools like Co-Spaces, A-Frame or the professional tools like Unity3D, Unreal Engine. This is just the beginning, take the first step, we will support and help you succeed. Good luck !

Rohit Chaube

Co-founder - VRoKCs Program

@rohitchaube & @VRoKCs

We explore AR/VR to create vibrant, 21st Century Learning Environments. Kids use VR to virtualize the school's art gallery shows and the school's theater for virtual staging. They have created a school tour in AV and used VR collaborations with another school (through Engage) to engineer and launch a weather balloon. AR/VR provides content and function to the learning environment beyond traditional classroom.

Joe Wise

COO - The Wildwood Institute for STEM Research and Development


I value VR as an educational tool because it can bring different environments to a traditional lecture theatre/classroom, and thus enable students to practice skills in a safe way and without fear of making mistakes. Bournemouth University Nursing students have reported that learning with VR simulation helps them to visualise and understand diabetic concepts. They can also revisit the activities multiple times when they get home, and have said the activities will be useful for exam revision. The students also reported improved engagement and enjoyment of their learning, when using VR simulation. VR is great for experiential learning.

Heidi Singleton

PhD Student - Bournemouth University


Augmented and virtual reality in education is providing many different learning opportunities for our students. Our classroom limitations are dissolving and our students are engaging with technology that will be standard in their future. More importantly, our students can be the creators of content using immersive technology to impact generations to come.

Jaime Donally

Author | Speaker | Consultant - ARVRinEDU


I became involved in Augmented Reality because as a designer within education, I believe education will move away from simply learning the content to feeling it instead, allowing students to become inquisitive, explorational and more involved in the learning experience. AR has the power to bring print and digital content together providing a certain sparkle in the classroom and inspire the minds of our future generations. Immersive technologies will never replace the traditions of printed materials. Instead, they will become additional learning tools for teachers to ulitise in order to meet the increasing demands of tech savy students.

Christina Eland

Senior Designer - Solent University


This is an incredible time to be an educator. Rapid advances in spacial computing technologies are moving us towards an Experiential Age in which Virtual and Augmented realities allow us, via embodied avatars, to be experientially present with each other regardless of our geophysical location. Any environment, real or imagined, is now accesible enabling us to interact, work, play, entertain, collaborate, create, teach and learn similar to the physical world but without real world limitations, unlocking endless opportunities for any learning experiences one can imagine.

Chris Madsen

Business Development - Immersive VR Education


Augmented Reality (AR) and Virtual Reality (VR) are, put quite simply, the greatest and most pedagogically sound pedagogical tools available to the world. They unlock the unbridled potential of students and allow them to be creators of their own learning and not merely consumers. I would highly recommend: Jigspace, Metaverse, Blippar, Aurasma, Figment and CoSpaces Edu, as well as apps used with the Merge Cube including: Merge Things, Explorer and HoloGlobe. Advice I would offer curious educators is to explore the aforementioned applications and to ask themselves, "How could this enhance student learning?" The sky is no longer the limit!

Anthony John Peters

Lead English Teacher - Space Studio Banbury


I'm convinced that the interaction between teachers and students should and will remain a core part of the learning process, and that social VR opens up extraordinary new opportunities for students and teachers to interact that transcends physical distance. People ARE content, and VR provides the medium in which we can come together, feel together, inquire together, and learn together. It's a brave new world. I think Socrates would have loved social VR.

Gabe Baker

Founder - Frame


I think all educators with an interest on in immersive technologies should listen to thevirtualrealitypodcast.com (but I’m biased) I also recommend jumping in! An Oculus Go at $199 is an affordable way to begin to explore virtual reality. For content, educators can utilize social media to find resources, and should reach out to other teachers. Conferences (like ISTE) are a great way to check out the latest AR/VR innovations. Of course, this website is a great resource as well :). Steve has been a real advocate and leader for VR in education.

Alex Chaucer Founder - thevirtualrealitypodcast.com @geoparadigm

I value VR as an educational tool because it has the ability to create strong memories through the power of presence. Linking key critical core senses together, hearing, sight, and sometimes touch, allows for strong, life-like, experiences for users to take part in and learn from. Users may consciously know they are in a simulation, however, the sub-conscious mind considers this real. When presence is combined with high level interactions within the simulation, those memories can be baked into the learner's mind quicker. Through this VR has the power to provide equitable access to experiences not easily accessible to learners

Steven Sato

Director of Technology - Rolling Hills Country Day School


I believe #AR & #VR hold the key to revolutionizing Education, by providing students immersive access to a world full of knowledge and cultural experiences, by simply donning a Virtual Reality or Augmented Reality Headset or picking up an AR-enabled device. The students of today and tomorrow will be free to learn whatever subjects they need to reach their chosen career / life goals, wherever, whenever and from whomever they choose. Educators will be able to teach and mentor aspiring students from around the world, in the comfort of their living rooms. Long live the #XRtocracy!

John Westra



For me, VR and AR are most powerful in Literacy. Immersing children in a VR world to inspire creative writing, using paint apps like Tiltbrush to bring words to life and using AR to bring characters from stories into their world. It creates awe and wonder for all children, but is especially transformative for those who find creative writing challenging... they can't stop talking about what they've seen.

Faye Ellis

Director of Digital Technology - Thomas' School, Clapham


As we venture further into the digital technology age, methods of learning should be changing at a commiserate rate. Immersion technology, such as AR and VR offers so much in the way of retention, experience, and showcasing knowledge, it should be an integral part of learning at every age. Companies like CoSpaces and MergeVR are really keeping pace with the type of learning needed for today’s learner. I would encourage all educators to check out both companies and reach out on Twitter to connect with other educators already integrating AR & VR in the classroom.

James McCrary

Director of Technology & Innovation - St. James Day School + Co-Host of The VR Podcast


A tool is only powerful when used for an appropriate task, e.g a spoon makes a pretty weak screwdriver, and a screwdriver makes pretty weak tea. AR and VR are no different. Only use immersive technology where it can be uniquely employed or you will reduce its value as perceived by others. Think about what does AR/VR do that anything else would be less, not more, e.g. skydiving in VR is less compelling compared to skydiving in reality (because skydiving is accessible). However using VR to go back in time, is more than the impossible alternative.

Ben Kidd

Co-Founder - Curiscope


Here are my top 5 tips for incorporating VR into your classes: 1. Connect with like-minded educators/VR developers through meet-ups, or create a group at your school. You can join the @xredutech Facebook group, if you’d like to get started. 2. Have an open mind. 3. Try VR and vet experiences relevant to your subject. Alternatively, see your students as creators of content. 4. Create a lesson to compliment the experience. This will guide students with a purpose. 5. Pairing students with one VR headset, makes it more accessible and social. Use google cardboard with phones for a low cost starting point.

Azine Davoudzadeh

Founder - XR EDU & Computer Science Teacher - Dougherty Valley High School


AR and VR are great for education because they let us visualize things that are hard or impossible to see. Have you ever understood how 4D geometry work? Well, me not…until the game 4D Toys immersed me in VR in a 4D geometry playground. We can’t have a 4D world in real life, but thanks to VR we can find ourselves in that and learning by having fun. XR has this power of immersing us in the things we have to learn. And to transform everything in a game, so we can learn in a new and intriguing interactive way.

Antony "Skarredghost" Vitillo

XR development at New Technology Walkers


Immersive technologies present huge opportunities to creative educators. It’s important that teachers see what this technology is. It’s easy to get hung up on hardware barriers and costs, but good content will always deliver impact, regardless of the delivery mechanism. VR and AR provides a visible and immediate cognitive trigger. Immersion amplifies reality and when that is done properly and in context, understanding and learning is also amplified.

Phil Birchinall

Managing Director - Inspyro Limited


PGH in 360: Youth Perspectives is designed to introduce young people to creating in XR through producing 360-degree videos. In intensive, 1- to 2-week programs, we partner with community organizations in Pittsburgh, Pennsylvania to give youth the opportunity to conceptualize, film, and edit 360 videos about issues that matter to them. The program gives youth experience with storytelling in 360 degrees, familiarity with editing software, and confidence in their abilities to create immersive media. Youth in the program gain skills in collaboration and project management, in addition to making their views on their world available to others.

Karen Alexander

Director, - XRconnectED + PGH in 360: Youth Perspectives


One of the most interesting areas in terms of VR storytelling is the use of Facial Recognition which works by monitoring and interpreting subtle facial expressions in real time, allowing us to understand the emotions of the viewer and analyse it using AI. The area around the face and eyes is believed to display 90 percent of everything we think and feel. Currently, we have been using it in partnership with Harvard Medical School to understand Autism. In the future, it will amplify storytelling, which will be unique to the industry because there is no other medium where you can be giving each user a personal experience.

Anthony Gefffen

CEO and Creative Director - Alchemy


There is no doubt in my mind that VR and AR can have a major impact on learning as studies and student feedback will continue to show. However, for teachers to take full advantage of these emerging technologies, to develop student curiosity and deepen learning, it will need time; many forms of training, an ongoing conversation and a significant evolution of pedagogy. I recognise the technology is not mature enough yet, but it is essential that teachers begin considering developing their understanding now, so they can take advantage of its enormous potential when it is ready in the next few Ian Phillips

Chair of the Independent Schools council's Digital Strategy Group - HabsBoys and ISC


I value virtual reality as an educational tool because research tells us that immersive subject matter is more likely to be remembered than today's traditional methods. If you are in a fully immersed classroom environment then it is completely accessible to everyone across the world (so long as desktop and VR headsets are both access options). As an adult learner I can attend educational events without the costs of travel, accommodation or the need to make any childcare arrangements. The flipside is that we can have the best educators teach us without those barriers too. It's a win win!

Suzanne Lee

Founder - Pivotal Reality Ltd


When approaching AR/VR for education, it is very easy to get caught up in the hype and excitement of all the possibilities the technology can bring to the classroom. That’s because there is a lot to get excited about! But do take the time to know everything before completely investing into the technology. Explore the many methods of how AR/VR is delivered as well as all the amazing experiences available. Even understand its shortcomings. AR/VR alone isn’t the future of learning, but a blended learning environment where AR/VR along with traditional learning environment, is – and together, it can be an incredibly awesome environment for education. Bobby Carlton

VR/AR/XR Consultant / Writer - Engagement Through Technology / Writer for VRScout


Technology is allowing educators to design learning in a way that simply was not possible in the past. Technology for many educators has also created a divisive opinion into the impact on learning. However, increasingly, tools that allow for effciencies in learning and timing saving are winning the argument. Augmented reality is one such tool that is allowing students and teachers to experience learning in a way that was not possible in the past. The Olive Tree has developed the Hologo app in conjucntion with developers in the Maldives. This collaboration now allows children to be ‘transported’ to different parts of the world whilst still having a portal open to ‘return’ back to the classroom. Teachers are using this at the school to improve boys writing through inspiring creative thinking. The impact has been measurable.

Abdul Chohan

Co-Founder - The Olive Tree


I created the Moment app at first as a tool needed to help my wife that's a school psychologist. She needed something to help her assess kids, which AR and the Mergecube by MergeVR was perfect for. With just the prototype, she was getting results in minutes where kids were expressing emotions and feelings they never expressed before. The app is evidence and research base, where AR provides the immersion, engagement, and increased the comments per session by 3x!

Kevin Chaja

Creator - Moment AR


We’re at a stage of development, as a collective species, when we’re re-learning how to effectively connect, to form networks that hinge on new values, among them open knowledge sharing and trust in each other. It’s about being connected humans, inside and out. We’re not just using technology, we’re becoming part of it, and it has the chance to be an intentional, purposeful fusion of experience. VR and AR are powerful vehicles for learning, in part because they allow us to form a new relationship with our own mind, adopting multiple views and perceptions, stretching beyond perceived limits, and even helping to reframe the dialectic of humanity. Caitlin Krause

Founder, -MindWise, Inc.


Why: No limits: students can make mistakes and retry as many times as they want, without extra costs, without danger and XR let’s them experience impossible events. Next, it can be used for a wide range of goals such as creating awareness, stimulating creativity or analyzing abstract concepts… It also offers teachers a clear insight on the performance of their students. What: VR is not individual. Let students create virtual worlds in CoSpaces or Assemblr and share them with each other. How: the most important advice to teachers: set goals first. What do you want to do and is XR the right answer to it?

Carl Boel

Researcher VR in education - Ghent University + Odisee University College, Belgium


I will never forget the raucous laughter of three girls as they met for the first time in the enormous eyeball they had built in virtual reality during science lessons in our VR School Study. They had constructed the eyeball on a desktop computer but as they donned the headsets and entered the virtual environment, they shouted with delight and flew rapidly around the eyeball to glide through its pupil and meet inside the structure to continue their work. The thing about this type of VR, where it’s possible to navigate, interact, collaborate and create, is that it is positively amazing. And shouldn’t all learning inspire this kind of wonder?

Erica Southgate

Associate Professor of Education - University of Newcastle, Australia


I am a paramedic educator at Georgian College in Ontario, Canada and I have been exploring immersive virtual reality (VR) in education. As I see it, there are three key areas where VR will be transformative for paramedic/medical education. The first is in patient simulation where students can practice assessing and treating patients with different conditions, different ages, genders, ethnicities and within different environments. The sense of “presence” can emulate the stress of treating the critically ill and injured and can also be used for stress inoculation. The second area in which VR will be transformative is in the area of teaching empathy whereby students can experience “being in someone else’s shoes”. The third area of opportunity is to use social VR for synchronous online learning.

Rob Theriault M.E.T., BHSc, CCP

Professor, Paramedic Programs - Georgian College


Today virtual reality offers students greater engagement, better knowledge retention, and increased understanding. In terms of practical advice I would say start simple and iterate. Find what works in your classroom and complements your lesson plans. Start with short topic openers and task your "digi leaders" with finding and evaluating more sophisticated applications. Virtual reality is evolving rapidly and your students will be the ones who shape it's future. What would they do in a classroom without the limits of time and space? "We are like the dreamer who dreams and then lives in the dream" - Upanishads

Rupert Rawnsley

Technical Director - Avantis Education


AR & VR has changed the how of learning in schools. We have incorporated AR and VR into our curriculum through our Digital Learning Leaders who find the WHY in integrating these engaging tools into day to day learning opportunities K-12. There are resources out there to help & support and your students know more than you, don't let your knowledge hinder potential learning opportunities. Starting with the WHY is the most important piece of the puzzle. As Simon Sinek says "People don't buy what you do, they buy why you do it".\

Craig Kemp

Head of Digital Learning and Innovation - Stamford American International School Singapore

@mrkempnz and www.mrkempnz.com

VR is like the TARDIS – a small set of goggles with a huge universe inside! It allows the mind to imagine the unimaginable. We can make our own worlds, our own interpretations of reality. We are only just beginning to explore it’s potential for empathy and understanding between people and cultures. I have been having fun with the development of Historical Photos coming to life through AR and Unity. It is easy to place smoke on a chimney and a talking, animated character on the picture frame! We now start a fun, silly and enjoyable historical walkthrough of our region.

Lynne Telfer

Educator - The Grange College P12


I think VR is an amazing educational tool because it empowers students to easily carry out impossible tasks such as time travel, the ability to travel to any location in the world without leaving the room and exploring the impossible, among others. It offers an unmatched learning experience where students (and teachers!) are not just spectators but participants.

Clement Cheah

STEAM Coordinator - Zurich International School


AR/VR are valuable educational tools because they are modern day equalizers for the wide range of thinkers that exist within classrooms.These mediums manage to occupy the elusive “in between” by bridging imagination, design and logical thinking. AR/VR allow traditionally technical students to use art, poetry and the freedom of self expression to connect with others and share their perspective of the world. Conversely, these mediums give traditionally liberal arts oriented students a scientific approach for visualizing their stories in a code based format. The ability to connect these disparate thinkers makes AR and VR powerful educational tools. Kwaku Aning

Director, Center for Innovation and Entrepreneurial Thinking (CIET) - San Diego Jewish Academy


We wanted new ways to utilise technology for our advocacy initiative, BBC CAPE and VR was at the top of our list. We wanted to generate a conversation in the workplace; to replace the stigma of hidden disabilities with the appreciation for and acceptance of Neurodiversity and the hidden, personal realities that many people have. We’ve seen through our VR film, ND DAZE that VR connects people, providing access to experiences and personal stories they wouldn’t, couldn’t, otherwise have. VR changes learning, turning it from something that happened to others into something that happened to me.

Sean Gilroy

Head of Cognitive Design - BBC CAPE


Gone are the days of personal computers! Now we are living in the age of smartphones and we have amazing educational content available to us at our fingertips, such as powering AR & VR experiences from mobile devices. The next biggest hardware innovation will be wearable & fashionable AR headsets. These wearables devices will propel us from the age of smartphones to the age of spatial computing. That’s when Virtual, Augmented & Mixed Reality technology will truly transform the education system. So let’s begin to adapt to this reality now!

Eedham Rasheed

Cofounder and CEO - HologoWorld


I value AR/VR as an educational tool because audiences experience ideas as though they are right infront of you. I deal with clients trying to communicate complex concepts and VR allows audiences to see tangible visualizations of these ideas and experience them instead of having to imagine. I believe VR is a tool first and not always the final solution, I recommend creative applications such as Google Tilbrush, Gravity Sketch and many others as a medium to create with a robust set of tools. My advice to educators is combined technology to fix problems and don’t ask for permission. Sean Continuum

Virtual Reality Artist - Continuum


Sport fans have always desired immersive experiences to help them connect to the sport or teams they follow. Now more than ever, technology is positioned to deliver those experiences. Specifically, augmented reality (AR) seems uniquely suited to provide these immersive experiences. In fact, the NBA, NFL, MLB, and NASCAR along with other leagues and teams have already implemented AR interactions. In just one such example, earlier this year, Jordan Brand utilized an AR activation featuring Michael Jordan that linked to a purchase page for a shoe release. That shoe sold-out in 23 minutes. AR and sports make quite the team.

Chad Goebert

Ph.D Student/AR Researcher/Founder of ARVRinSportCenter for Sport Leadership - Virginia Commonwealth University

@ChadGoebert & @ARVRinSport

An observation: There are many adults who secretly, maybe not-quite consciously, wish for all the same hurts they suffered as children to be inflicted on the next generation. School should be boring, they think. “Hard knocks” aren’t harmful, but character building. Finding out you’re bad at most things is just part of growing up. Convincing these people of a curriculum that is painless and fun, or even a wondrous adventure—a curriculum designed so that tomorrow’s children keep their natural love of learning intact their whole lives—will be one of the biggest challenges in the adoption of VR into education.

Donald Dunbar

VR Educational Designer - Ducogen


We are on the verge of a revolution in education. VR and AR have the power to transform the standard classroom and training space into the virtual interactive simulation that was never possible until now. Imagine virtual field trips and training on expensive equipment without the transportation or extra costs, and standard meetings with remote users feeling as real as meeting face-to-face. If cost has been holding you back from trying VR, take a look into what’s available now. Great standalone VR devices with full motion tracking can be picked up for much less than the price of a phone with no strings (or cables) attached! Mike Armstrong

Lead Platform Architect/Developer - Immersive VR Education


Education using VR & AR is so important to the outcome of our graduating talent to be ready to work in our economies. Using VR & AR to teach with immersive lessons is a start, but teaching the fundamentals of the technology is also just as important to ensure that our students will understand the technology they are using, know how to build with it and use it within their lives personally and within most industries. It is imperative to build this new curriculum for everyone to understand, use and apply this technology into everything we do. Julie Smithson COO - MetaVRse & Co-President of the VRARA Toronto Chapter & Education Committee @metavrse

A tip that covers why? How? and where? is to help teachers and students recognise that room scale VR is a tool that can be used on a daily basis. As experts, it is our job to teach our colleagues how to leverage both the tech and pedagogy to transform learning in our classrooms. The real power of VR comes from its potential to help promote student choice, new types of design, collaboration and student led discussion. VR also presents us with an opportunity to transform students from consumers of high end tech into producers – a very exciting notion!

Bryne Stothard

IB Geography/TOK and Head of Year - Frankfurt International School + founder of vrintheclassroom.com


Deeper learning is possible with virtual and augmented reality and can offer a range of curriculum experiences, which are experiential, immersive, multi-sensory and emotional. You by Sharecare is an excellent example of an app that immerses students in the human body, providing opportunities to make learning more practical and engaging. Home – a VR Spacewalk is another great app that can be used by science teachers. Using Google Expeditions, geography and history teachers can let students explore a variety of locations using augmented and virtual reality. Google Earth VR is worth considering as well. Virtual reality can also be used to promote creativity and expression. Tiltbrush, Shape Lab and Gravity Sketch VR all demonstrate the potential of VR in the design process and could be integrated into art and design technology lessons. Ronan Mc Nicholl

Head of Digital Learning - Sevenoaks Preparatory School


We are new to the VR world at Birkenhead School but have already fallen in love with our experimental Vive. Our Prep School students have really enjoyed exploring the International Space Station and spending hours in The Lab defending castles and mending robots. As a Product Design teacher I have loved supporting my Sixth Form students designing in VR with MasterpieceVR and then being able to export files that we can then 3D print on our Stratasys Mojo. Being able to add screen shots and real life work to their A Level coursework is amazing. HTC Focus is next!

Stephen Parry

Assistant Head (Academic) - Birkenhead School


We believe in putting new technologies in the hands of teachers, who have the power to improve education and prepare our kids for the future. We love being part of how VR and AR are transforming classrooms around the world. These mediums offer a new learning dimension that changes the student experience. Kids connect to the material on a new level and often gain in their understanding, retention and participation. We think there’s real value in letting students physically interact with the study material and - going a step further - in letting them demonstrate their learning by creating virtual content themselves.

Eugene Belyaev

CEO and Founder - Delightex (creators of CoSpaces Edu)

@eugenebelyaev & @cospaces_edu

My teaching career has coincided with the Digital Revolution & many of the fads that have come along with it. However, the immersive possibilities of Virtual Reality offer a whole new future direction to Education. The impossible has become possible; children can now interact with the outer reaches of the galaxy or the inside of an atom within the boundaries of their classrooms. Similarly, Augmented Reality has added a whole new ‘wow’ factor to learning as digital and physical worlds collide.The ever-growing array of spectacular educational AR & VR apps gives an insight into a very exciting digital future for teaching and learning that I could have only dreamt of as a child, not all that long ago. Moreover, it’s a future that in many ways is already here and one I believe is very much worth being part of.

John Jones

Head of Digital Learning - King’s Rochester


“Tell me and I forget, teach me and I may remember, involve me and I learn.” – Benjamin Franklin Teachers recommend HistoryView.org VR Field Trip Program to be used in the classroom with their curriculum for students that are visual learners. The tours are so immersive the whole school will be talking about it! We encourage teachers to ask students where they would like to go next and write to us to create another VR Field Trip. Preserve. Educate. Explore.

Brian Lyra

CEO / CoFounder - HistoryView.org


Kids raised in a world full of gadgets expect interactcive engaging experiences instead of the traditional formulae of read, memorise and repeat. Also as tech is the language that children are growing up with, trying to communicate with them on other grounds is becoming futile. I have had success in using Pack Rage, Build & Fly VR in class. Currently I'm waiting for the release of Trash Rage - the educational game about recycling. At present I use XR experiences as a reward for the effort at traditional classes. This works well and helps kids get excited about the lesson.

Jakub Korczyński