VR IN EDUCATION

Solving the VR in education puzzle

VR in education is truly a puzzle, and even one misaligned piece can create problems, and disappointment.

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A Sensible Solution

Take a top-of-the-line VR device, load it with great learning content, and offer it offline, at an affordable price.

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SVR Originals

Virtual reality deals in a 360° world and as such, the file sizes, particularly with videos, can be very large. Herein lies the challenge. Making VR content used to be quite convoluted, and expensive. It is substantially easier now, but without proper foresight, file sizes can still cause a challenge.

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English Language Learning

Virtual reality deals in a 360° world and as such, the file sizes, particularly with videos, can be very large. Herein lies the challenge. Making VR content used to be quite convoluted, and expensive. It is substantially easier now, but without proper foresight, file sizes can still cause a challenge.

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Wild Immersion

Virtual reality deals in a 360° world and as such, the file sizes, particularly with videos, can be very large. Herein lies the challenge. Making VR content used to be quite convoluted, and expensive. It is substantially easier now, but without proper foresight, file sizes can still cause a challenge.

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Amazing People Schools

Virtual reality deals in a 360° world and as such, the file sizes, particularly with videos, can be very large. Herein lies the challenge. Making VR content used to be quite convoluted, and expensive. It is substantially easier now, but without proper foresight, file sizes can still cause a challenge.

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360 Cities for Schools

Virtual reality deals in a 360° world and as such, the file sizes, particularly with videos, can be very large. Herein lies the challenge. Making VR content used to be quite convoluted, and expensive. It is substantially easier now, but without proper foresight, file sizes can still cause a challenge. the end 

A way of adding unlimited projects to your content list

Not the only VR editor out there, but the one that does this right, all offline. Why is that important? 360° files, both images and especially videos, are huge. Uploading them and downloading them again is a huge burden, and ultimately a cost. Offline production ensures the ability to create unique projects is available to all, regardless of where you are. 

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MySense-VR

Take 360° images or videos, and build your masterpiece! Add multimedia elements that will bring this to life. We can show you how.
- 2D images and video (slideshow)
- Informational text and places of interest
- Audio events in a number of intriguing ways
- Interactive quiz inside the environment
- Easy navigation between scenes
- Plus other interactive features

MySense-VR

But we don't stop there. Longevity is important.

As a school you need to know what comes next. Every choice made today, supports your needs for tomorrow. We have taken your expected needs to heart by doing the following.
1. Invest in the best, newest-designed hardware available in 2025, to match your expected needs in 2030. 
2. Ensure all of the essentials are offline, while leaving the door open to online needs, which will come.
3. Have upgrade options for those that want and need more Wild Immersion, more Amazing People, and more 360 Cities.
4. Negotiate with all of the best content creators out there for 3 DoF versions of their content. They ALL want places to sell, but there were no reasonable (sensible!) 3 DoF solutions available, until now. 
5. Ensure that the hardware part of SVR is the school's. Our content is locked and protected, but the hardware is fully open and can be used as desired. If you wish to access the metaverse, go ahead. Want to add another layer of complexity and cost, and have a cloud-based content management solution? That's your choice. We don't restrict... it's your device. 

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Fire Fighter Example 

Firefighters often work in tight spaces and have irregular schedules, making traditional training difficult. A 3 DoF VR headset is compact, offline-capable, and ideal for on-the-go use—even in a fire truck. It allows firefighters to use downtime for training on critical topics like hazardous materials, forceable entry, ventilation techniques, fire codes, and medical response, supporting ongoing skill development wherever they are. 6 DoF is intuitive, but not practical. 

We simply offer the best way to begin your VR in education journey, along the clearest and easiest pathway. We provide a ton of value to get you started, and will give you plenty of options going forward. 

Learn more about VR in education

One misaligned piece creates problems

Hardware

The VR device must be suitable for the learning objectives. Not all are. Simply having a VR device does not mean you have a solution. 3 DoF vs 6 DoF is the major decision here, among a few other considerations. Too many have mistakenly bought devices first, then looked for content later. This is not a sensible approach. 

Content

Interactive content, and lots of it, increases engagement and drives learning toward higher order thinking skills (HOTS). The driver behind any solution is the content, but without the right way to view/interact with the content, you will not be getting what you hoped for. Although content is king, you need a way to access it.

Online/offline

The easist path forward for a content provider is to have a completely online solution. This is also the hardest for the user because of the large file sizes inherent with VR content. A more important and compelling solution is offline, available to everyone in the world. Don't get fooled by "offline-ish" (go to the Learn More).

Ease of use

Mass adoption of a technology, across a wide spectrum of users, is dependent upon an ease of use by both learner and instructor,  as well as IT departments, and administration.
Not burdening an instructor, IT, nor admin is a key mantra at SVR. Understanding the realities of school infrastructure is vitally important in this respect as well.

Learning is learning

Almost all learning can be greatly enhanced by immersion into a virtual environment set up to mimic real-life experiences. This applies to learning math and science, languages, safety training, soft skills, nursing, electrical, and so on. When multiple headsets are deployed at one location, 3 DoF is the only practical, feasible, and sensible solution to attend to such study.

6 DoF is "better" (except in edu)

For high skills training such as: fine motor control manipulation, welding, surgical training, dentistry, jewelry making, and art restoration, 6 DoF may be beneficial, and possibly worth the extra cost (device cost, IT dept time and effort cost, space and real estate cost, privacy cost, increased complexity cost, and so on). But understand the sacrifices 6 DoF requires.

Understanding devices

3 DoF
Be fully immersed in a virtual world, but remain in one, physical space (stand and turn around, sit on a swivel chair and rotate). No tracking of movements needs to happen, so there are no privacy issues. Rotational movements only.

6 DoF
Be fully immersed in a virtual world, but move around. Surge, heave, and sway are the official terms. Image that in a room of students! These extra translational movements must be tracked, leading to exposure of user data. If coupled with a social media company, there should be a world of concern.

Light Speed Transfers
ultimate protection

A Sensible VR Headset

Made for all applications which require advanced technology paired with privacy and security, for ALL learning applications.
A single controller with 3 buttons and trackpad means that this is much easier to learn and manipulate for special needs students, while not giving up the interactivity needed by all.
SVR content is protected, but it is an unlocked device, meaning it is YOUR device and other content can be added and viewed. Looking to explore the metaverse safely, without tracking? This is your device.

3 DoF, recently designed
128 GB (ROM), 6 GB (RAM)
1 TB SD-card expansion
Swappable battery
Touchpad on the side
USB-C, 3-position Fresnel
Nicely balanced headset
Battery on back
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Content: Essential

Virtual reality deals in a 360° world and as such, the file sizes, particularly with videos, can be very large. Herein lies the challenge. Making VR content used to be quite convoluted, and expensive. It is substantially easier now, but without proper foresight, file sizes can still cause a challenge.

At the end of the day, someone has to own the "burden". Will that be you, or the company that makes content?

Pricing that fits almost any budget

Part of accessibility is to ensure that learning is attainable by all. VR can be expensive (especially if sold as a lab or to a group). But, it is a uniquely personal experience. There is a ton of value.

Basic SVR Package
Four (4) high-end VR headsets in a soft carry bag, preloaded with a very large library of interactive, VR learning modules. Perpetual license!

$4,799 US

One-time purchase FOB China
Basic Plan
That's it?
Yes, any sensible solution must be as easy to buy as it is to use. 
Each package is designed to be used as it is, or to build upon each other. If budget is available in the future, simply buy more packages, and they will support each other. Just think Legos!
VR purchases should be made based in demand. Get one (1) package, and let the demand reveal itself!
Volume discounts may be available in your region
Basic Plan
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Why the platform/LMS is separate

Regardless of where the learning institution resides, all content will be available to all students, all the time. Real VR educational content is large and heavy by necessity (many MBs/GBs). Moving those while online is a very, very large burden for teachers and admin. It is neither practical nor sensible. For content and learning, an internet connection is NOT necessary.

The value-add part, the platform/LMS, does require a very minor amount of connectivity, and this is by design. If connectivity is available, then this is a great addition for teachers as learning gaps may be more quickly identified, and student progress, good or bad, can be monitored, and then acted upon. Students benefit as well by being able to have some agency over their own learning, and awareness of their own progress. Admin is also benefitted by seeing data on overall student usage of VR devices (to ensure that school resources are actually in use), and having a view into efficacy with respect to student learning outcomes. 

The platform also requires work and effort on our end, each year. Student rolls (and roles!) will change, as well as teachers. This is a dynamic platform which has a cost, and maintenance, each year, so it must be charged accordingly. 

The system was designed so that should a school or district not have reliable connectivity, or if they cannot afford an on-going charge, then the learning would not be negatively affected by this reality. All the key pieces are still in play:  VR devices, carry bag, tons of content. 

Learning should never stop, nor be affected by infrastructure.