Case studies





CLIL Project: Virtual Reality in English for Medicine and Psychology undergraduate students


The use of Virtual Reality (VR) within the educational field has been described as a meaningful tool for students to learn, clarify and get a deeper understanding of specific topics while practicing a foreign language. The Department of Foreign Languages and Cultures jointly with professors from the Medicine and Psychology schools have initiated a project to implement VR as a medium of instruction for content and language integrated learning (CLIL).


The project embraces the use of virtual reality in order to potentialize the comprehension of some concepts and processes presented in English, such as “action potential”, “synapsis”, “human ear” and “human eye”. The content and exercises are displayed in 3D, giving students the opportunity to interact, manipulate and practice with the content within an immersive environment, while practicing English.




Immersive Connections – Teaching, Learning, and Creating in VR at Ithaca College


Lenovo has been building products and solutions for higher education for a long time, developing relationships with colleges and universities to help with the digital transformation of the entire institution, from teaching and learning to administration and security.


We see Virtual Reality (VR) as a transformative technology that can inspire students and empower faculty to take their teaching to the next level. VR has also been shown to lead to better outcomes such as greater engagement of students, increased focus on learning material, and better retention of information.

Let’s Hear from a Grade 6 Student


Whatever we think we know or feel we understand, it is always good to hear from an actual user to get an unvarnished opinion.


Many thanks to this young man from Filer Middle School in Miami, Florida, who is quick to give his honest thoughts on what it means to be learning via virtual reality. His full attention is on learning, and we couldn’t ask for more than that.

Extra Yard for Teachers – CFPF


The College Football Playoff Foundation works in partnership with institutions of higher education, sports organizations, corporations and non-profits to support educators and improve U.S. student outcomes.


Veative is proud of our connection with CFPF, and is looking to expand our engagement with such a wonderful organization, over the coming years.


Learn more about The College Football Playoff Foundation, and maybe your school can benefit from the excellent work CFPF does.


South Africa


Western Cape End of Project Report


An independent evaluation and report. The data was analysed using the Concerns Based Adopt Model (CBAM) developed by Hall and Hord in 1987 and repeatedly validated since then. The Western Cape Education Department (WCED), worked with Veative to provide a Virtual Reality (VR) learning solution in two pilot high schools in the Western Cape. Many of the challenges were with the VR device itself, which is now a completely new, vastly upgraded device (EduPro VR). The content itself was very well received.




Lower Canada College (LCC)


An international school in Montreal, LCC is a diverse, K-12 university preparation school which lives the motto — Non Nobis Solum/Not For Ourselves Alone. They were early adopters of VR in education, and that early input from them helped to shape some of what Veative offers. They started out with the Oculus Go, and their experience helped to move us from a device agnostic, content creator, to needing to build the EduPro VR, simply out of necessity.