VR-Enabled Educational Programs

The VR Content from Lifeliqe is Designed to Keep Students Engaged

At this year's Augmented World Expo, the San Francisco-based startup Lifeliqe debuted a VR-based program that is specially designed to keep students engaged. As VR content becomes more accessible to consumers, there is a growing push to use the technology for educational purposes. With Lifeliqe's new platform, VR may soon become a classroom staple.

The new VR content from Lifeliqe uses HTC's Vive hardware to help kids explore different topics. For instance, the immersive program can take kids through the Jurassic period, inside the body of a shark or even into outer space. The idea behind the multi-sensory program is to create learning situations that are more immersive and interactive than the traditional classroom setting. In turn, such content is believed to increase children's attention and improve retention in the long-run.
Trend Themes
1. Growing VR Adoption in Education - Lifeliqe's VR-based program highlights the trend of using immersive technology for educational purposes, providing opportunities for creation and expansion of VR content in the education industry.
2. Enhancing Learning Experiences with VR - Lifeliqe's multi-sensory VR program reflects the trend of creating immersive and interactive learning situations to increase children's attention and improve retention, offering opportunities for content developers and VR hardware manufacturers.
3. Integration of VR in Traditional Classrooms - Lifeliqe's VR content becoming a classroom staple signifies the trend of integrating VR technology into traditional educational settings, driving opportunities for VR software developers and educational institutions.
Industry Implications
1. Education - The integration of VR into education presents disruptive innovation opportunities for educators, content developers, and other stakeholders in the education industry.
2. Technology - The growing adoption of VR in education indicates disruptive innovation opportunities for VR hardware manufacturers and software developers to cater to the increasing demand for immersive educational content.
3. Gaming - The use of VR technology in educational programs opens up disruptive innovation opportunities for gaming companies and developers to create immersive educational games that engage and educate students.

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