Unimersiv’s mission is to help students of all ages learn faster through virtual reality.
They believe that Virtual Reality can strongly improve the capacity of the human mind to remember the things it learned for a long time.
Unimersiv believe that virtual reality should not only be used for gaming, but also for education. Research has shown students remember 20% of what they hear, 30% of what they see and up to 90% of what they do or simulate. Virtual reality yields the latter scenario impeccably; students can interact with the virtual environment in person and manipulate the various objects within it. This supports “learning by doing” and also results in creativity by constructionism.
Since 2005, Edublogs has grown into the largest educational blogging network in the world
The team believe that blogging transforms the educational experience of students and have seen first hand how Edublogs increases ownership of learning, engages students, and becomes a source of pride in the classroom. Edublogs is a project of the prominent WordPress company Incsub; the same team behind CampusPress and WPMU DEV.
Brix believe that every Maths student should have the support they require to fulfill their Mathematical potential, both in the classroom and at home. Brix is the only Maths learning platform in the world engineered around a deeply researched pedagogy designed to deliver impact. Their approach is focussed on increasing student engagement, confidence and enjoyment in order to drive achievement.
Labster is a company dedicated to developing fully interactive advanced lab simulations based on mathematical algorithms that support open-ended investigations. They combine these with gamification elements such as an immersive 3D universe, storytelling and a scoring system which stimulates students’ natural curiosity and highlights the connection between science and the real world.
The labs are being used by California State University, Harvard, Gwinnett Technical College, MIT, Exeter University, University of New Haven, Stanford, University of New England, Trinity College, University of Hong Kong and Berkeley among others internationally.
SiLAS is a browser-based web app that allows students to act out social scenes using video game pads and microphones to control their 3D avatars. SiLAS records the interaction in real-time, then produces a studio-quality animation that teachers and students can re-watch, critique, and assess. Student-performance data is tracked and animations are saved in guardian accounts allowing for crucial carryover year-to-year and outside the classroom. Kids can also create and watch interactions in full virtual reality.
The instructor selects the setting location for where the students will interact. Does the student need help initiating conversation in the cafeteria? The students can now practice the situation in the virtual cafeteria setting before going to eat their actual lunch. SiLAS is a great tool for helping kids who have social anxiety or interaction difficulties and for educating those with SEN about different social situations.
Ozobot launched in fall 2014 with the vision to create an innovative way to play, learn and socially interact in an ever-expanding digital world. Through game applications and creative curriculums, Ozobot introduces interactive robots by blending entertainment and education in the family room as well as the classroom. Their mission is to provide learners as well as gamers of all ages a new option to play, learn and interact as well as inspire them to make the jump from using technology to actively shaping and creating it.
“As we have a K-12 computer science pathway we were looking for CS toys to use at our younger grade levels, and of course students love robots! Ozobot is a fantastic tool for teaching coding as the robot and programs are scaffolded allowing us to use Ozobots at numerous grade and skill levels.” – Brian Seymour
Founded in 2012, Wonder Workshop is the market leading platform for children to learn computer science and robotics beginning at elementary school age. The company’s first generation robots, Dash and Dot, are widely recognized in education and have won many major industry awards.
Today, their Dash and Dot robots, which work in tandem with a suit of free apps compatible with more than 40 iOS, Android and Kindle devices, are used as learning tools in nearly 10,000 elementary schools around the world and hundreds of thousands of homes with children. The annual Wonder Workshop Robotics Competition, which has grown 5x year-over-year, currently has over 22,000 participants from 57 countries, almost half of which are women.