Cost Calculator - Full

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.
5-Year VR Cost Calculator
Hardware + Teacher supervision + IT time (your assumptions, over 5 years).
Inputs
Fixed assumptions (built-in):
• Time horizon: 5 years
• Learning block: 15 minutes
• Learning blocks per device per year: 4320
• Gaming: 1 teacher monitors 2 devices at once
• Class Lab: 1 teacher for 30 students (teacher cost shared 1/30), 15-min sessions
• Class Lab IT: 1 hour/day × 180 days = 180 hours/year
• SVR: teacher + IT time = $0
• IT hourly rate = 75% of teacher rate (by region)
Results (5 years)
Hardware (5-year total)
$0
Teacher supervision (5-year total)
$0
IT time (5-year total)
$0
Grand Total (5 years)
$0
Total learning blocks (5 years)
0
Cost per 15-min block
$0
Teacher rate: $0/hr • IT rate (75%): $0/hr

There is another, simplified, calculator for those that want quick answers.

Simple Calculator
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About the Full Calculator

This is a more involved calculator. Change the variables on the left -- see your results on the right.

HMD Type

Choose one of the three (3) VR in education setups.

Number of Devices

Any number you choose, but note that Class Labs are typically 30 devices (teacher is tied up with the students with VR, so fewer devices leave students sitting and waiting), and SVR is sold in kits of four (4).

Teacher Cost

Choose which country. Teacher costs have been researched to represent a 20-yr experienced educator, and includes salary, benefits, vacation pay, and everything an administrator would consider a cost.

Hardware Replacement

Gaming (6 DoF) devices churn through far quicker life-cycles and are often no longer supported after three (3) years.  5 years is good for other (3 DoF) HMD. 

IT Staff Cost

You can estimate the IT required, but note that 6 DoF headsets require far higher IT staff engagement, both for intial setup and for ongoing issues. 3 DoF Labs require IT help with internet setup, control of content, and teaching teachers how to use (PD). SVR requirement for IT staff attention is negligible, so not applicable.

Why does it look so incredibly expensive... almost beyond reason?

All costs and rationale are openly on display. This is too important of an issue to be cloaked in evasiveness. Please note that this DOES NOT include content (the most important part) for either Gaming 6 DoF, or Class Lab 3 DoF. However, content is included in SVR.

The costs are based on a level playing field. If all three (3) setups were used to their maximum potential, every day of the year. If an investment is made, it's good practice to try to maximize that investment. 

Sensible-VR has been designed to maximize a school's investment, maximize the learning effect for students, and minimize the workload and burden on both school infrastructure and teachers. 

SVR Package Pricing

More about costs

Beyond the figures shown above, there are more costs which need to be factored in -- except with SVR. The Sensible-VR price includes:

Perpetual content
No PD required
Flexibility of use
Case/storage
Non-tech teacher buy-in
Personal data protection

Other systems will require these additional costs to be added.

Light Speed Transfers
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The future of VR in education

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 the shoulders of teachers, there must 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.

SVR Package Pricing