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VR Content

"Content is king" is a well-known, much-cited idea. It is only fitting that the first thing you will read about on the Veative website is about content. Without question, we are both believers in, and enthusiasts for, immersive learning and what that can mean in the learning process.

The VR is here to stay in education, and for very good reason. Immersing a learner in a virtual environment is engaging, for sure, but that is not enough to justify pouring time and resources into virtual reality. Creating an environment that heightens a desire to learn, free from distraction, that also promotes focused concentration on the topic at hand is definitely worth an investment.

As teachers, we know that open and receptive students (like those using the VR), exposed to appropriately-leveled educational content, who are completely engrossed in a key concept, is a recipe ripe for raising learning outcomes. Very simply, all of this is exactly what Veative is all about.
We are not only interested in educating your students, but helping you along the journey. We hope you'll find a lot of useful information as you peruse this site.

Gaining real-life experiences can be difficult to achieve, dangerous, or just plain expensive. However, VR can connect users with experiences, from complex simulations to simple lab experiments, performed by school students.

  • Biology
  • Chemistry
  • Physics
  • Math

We offer the world’s largest library of interactive, curriculum-aligned, VR content for STEM, with clear learning objectives, attention to a core concept, and formative assessment within the environment

Gaining real-life experiences can be difficult to achieve, dangerous, or just plain expensive. However, VR can connect users with experiences, from complex simulations to simple lab experiments, performed by school students.

  • Biology
  • Chemistry
  • Physics
  • Math

We offer the world’s largest library of interactive, curriculum-aligned, VR content for STEM, with clear learning objectives, attention to a core concept, and formative assessment within the environment

Be there, without having to go there. Our virtual tours are not simply 360° images of famous places, but built environments to be explored, with educational information such as construction, architectural features, and so on.

  • 20 locations worldwide
  • 2 museum tours, to meet Gandhi and Einstein!
  • Cross-curriculum discovery modules, for all ages
  • Safe, logistically simple means of making school excursions

The sense of presence is important, but the educational value within the tours is vital. Visiting Taj Mahal is fun and exciting, but learning about its history, foundation and majesty is more impactful.

Inclusiveness is important in so many respects, and something we actively strive to promote. As we are primarily a group of teachers, we know the value of providing meaningful experiences to all students.

  • VR headset with 1 controller, for easier access
  • WebXR version on a PC for those uncomfortable in the environment
  • Controlling distractors for those with ADHD
  • Giving movement to those with mobility issues

VR allows for a student to move at their own pace, in an engaging environment to return to a number of times, if needed. We are constantly working with spec-ed teachers to try to include more and more students.

Veative history and Philosophy

Starting out in 2016, we were determined to create a VR learning experience based around these key assumptions:

  • We would focus on one core topic or concept at a time
  • We write and develop around curriculum standards
  • We tackle abstract or conceptually difficult concepts first (for students)
  • We have assessments within the environment to ensure that teachers are connected with the learning, without needing to hover, monitor, or babysit
  • All content should be available online and offline (no network dependency)
  • It should be localizable for different regions and languages
  • It should be cost effective, ensuring no one is left behind

From the start, we choose to be device-agnostic, hoping to leave the VR hardware decision to schools and districts. We wanted to make our content for all devices. However, the reality of the market created problems, not just for us, but for everyone. From small storage sizes on devices (meaning the content cannot be used offline), to dropped controller signals in larger classrooms, we lived through it all on the hardware side. We learnt quickly that devices made for gaming and entertainment are NOT education-focused, nor education-ready. As educators in this market, we need to be concerned about privacy and security issues, management of content (so that it is easy, and not even a concern, for teachers), a breadth of content (ensuring every student, in every class we have content for has meaningful things to learn and interact with), and proper thought toward the experience of students, teachers, IT and admin. Gaming and entertainment devices have NO thought toward any of these issues. So, to address the needs of schools and districts everywhere, we designed the EduPro VR headset, a device purpose built specifically for education.