This is a simple calculator to help determine the true cost involved in your VR in Edu purchase. It's important so understand that the price of the VR headset is of very little importance. The single, biggest factor is in personnel (teacher and IT staff) time.
The way to save money is to NOT use your Gaming 6 DoF headsets. If you attempt to get full value for your purchase and constantly use your VR devices, the costs are astronomical. Only SVR has accretive value*.
* Value that increases over time as a product is used more—without adding cost, complexity, or staff burden.
Same learning output. Same time horizon. The difference is human time.
| Gaming (6 DoF) | Class Lab (3 DoF) | SVR | |
|---|---|---|---|
| Hardware (5 years) | $0 | $0 | $0 |
| Teacher hours (5y) | 0 | 0 | 0 |
| IT hours (5y) | 0 | 0 | 0 |
| Total cost (5y) | $0 | $0 | $0 |
There is another, more detailed, calculator for those that like to dig deeper, and tinker. There are variables to adjust, to get a clearer picture of the costs involved.
The assumptions
This represents a straight-line comparison of the three (3) dominant VR setups for education. The nature of VR usage means that a seemingly simple decision in one respect can have an outsized effect on the whole.
Usage
15 minute modules... 4 per hour... 24 per day... 4320 modules in a school year of 180 days.
Teacher
Country-specific average for a teacher with 20 years of experience. The cost is salary, plus benefits, vacation pay, health insurance, and so on. Administration considers all of these, so we must as well.
Hardware replacement
5 year average for VR headsets, though this is not true for 6 DoF (3 years is used in the Full Calculator).
IT Staff
Salaries are estimated to be 75% of a similar teacher's compensation. IT is needed about 20% of the time that a teacher is using or teaching with VR (for setup, content management, patches/updates, and so on), for Gaming devices.
IT needs are lower for class labs, but are still required for internet setup and maintenance, network config, storage and access needs, and to be on hand for when 1 of 30 devices does not work (which in reality is likely to be the majority of classes).
NOT included for Gaming and Class Labs, but needs to be considered
Gaming (6 DoF) setups have significant real estate and logistical costs, and issues. Using the gym? The costs explode even further.
Gaming and Class Labs also require abundant, time-consuming PD (professional development), especially for the non-tech teachers who will need to be the force behind any sort of scalable usage. This has not been added.
Content has not been factored in for these two (2) systems. Obviously the most important part, and needs adding.
Sensible-VR Includes?
Everything. High-quality hardware, 325+ interactive educational content modules, offline usage, no PD required, and there is a pathway to more content either created by you, or for you.
Sensible-VR delivers accretive value: the more you use it, the more valuable—and more cost-efficient—it becomes.
Beyond the figures shown above, there are more costs which need to be factored in -- except with SVR. The Sensible-VR price includes:
Other systems will require these additional costs to be added.
Where does the future of VR within education lie? One path leads to an "enjoyable experience, once in a while", whereas another path can lead to everyday usage, convenient and on hand, not unlike a calculator.
The dream scenario (1:1 device to student ratio)
VR holds so much power, and so much potential to connect students with complex ideas and concepts that it would be desirable to have a device at a student's disposal, whenever needed. SVR offers the only possible path to that reality.
The attainable scenario (1:10 device to student ratio)
This is the level that most schools can aspire to, yet not from the outset. For this to happen, efficacy must be clear, the burden of usage needs to be off of the shoulders of teachers, there has to be strong ROI and accretive value, and student data cannot be leveraged to make this happen. This is the value of SVR.
Easy to do today (1 package)
At Sensible-VR, we fully understand that school budgets are finite, and every dollar spent needs to be maximized toward learning outcomes. We humbly assume the responsibility of proving that an SVR purchase provides more value than the amount spent, and we firmly believe that this is the best, and most sensible path to one of the scenarios above.
Sensible-VR delivers accretive value: the more you use it, the more valuable—and more cost-efficient—it becomes.