Learning with ClassVR: From Consumption to Creation

Bader integrates ClassVR, empowering students to create and engage actively


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Key takeaways

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Bader Intermediate School prioritizes innovative education, focusing on six themes in its curriculum: Technology, The Sciences, English, PE & Health, The Arts, and Mathematics. Technology classes emphasize developing broad design skills, with a focus on empowering students to become creators using cutting-edge solutions. ClassVR has been integrated into Bader's modern equipment suite, providing a platform for students to transition from consumers to creators in their learning process.

The decision to adopt ClassVR stemmed from a visit to EduTech in Melbourne, where Bader sought a VR solution specifically designed for education. After extensive demonstrations, ClassVR stood out as the ideal choice. Bader aimed to use VR not just for immersive experiences but also to enable students to consume and create curriculum-aligned content. With support from the school's leadership, Bader implemented ClassVR to align with this vision.

Milly Murphy, a school Dean and Media Design Lead, led the implementation of ClassVR, focusing on enabling students and staff to consume and create their own VR content. ClassVR's integration with CoSpaces, a tool used for teaching coding and STEM development, has been pivotal. Students now regularly engage in creating animated stories, designing rollercoasters, and building parkour games, expanding their technological skills and creativity.

Initially investing in 16 ClassVR headsets, Bader has concentrated on integrating VR into the Media Design specialist classroom alongside other cutting-edge technologies. This approach aims to build students' confidence in creating content and then applying these skills in core subjects like literacy to enhance descriptive writing. ClassVR has also positively impacted students with Special Educational Needs and Disabilities (SEND). Students with autism, in particular, have shown increased engagement and attendance in the Media Design class, where they participate alongside their peers in a safe environment using ClassVR headsets.

Looking ahead, Bader plans to further integrate AR merge cubes to enable students to interact with 3D objects in VR and physical space. The school is eager to explore the full potential of ClassVR through additional professional development opportunities and aims to integrate the technology into all curriculum areas to benefit all learners.

Rrahul Sethi
June 14, 2024
5 min read