VR/AR Immersive Global Classrooms — One‑Page Blueprint
VR/AR Immersive Global Classrooms
Deliver immersive, collaborative learning experiences — virtual labs, field trips, and skill simulations — across devices and borders.
Core concept
Multi‑user VR & AR classrooms where teachers lead live, interactive sessions; learners manipulate 3D models, run simulations, and collaborate in persistent virtual spaces.
Top features
- Live multi‑user VR rooms with voice, gestures, and teacher controls
- AR overlays for hands‑on lessons on tablets/phones
- Authoring studio: drag‑and‑drop lesson builder + assessments
- Cross‑device support: VR headsets, AR tablets, desktop fallback
- Analytics: engagement, gaze heatmaps, skill metrics & reporting
- Content marketplace for teachers and institutions
MVP scope (90 days)
- Multi‑user VR room + one STEM scenario (virtual chemistry titration)
- Desktop fallback & basic AR visualization on tablets
- Teacher controls, session recording, and LMS export
- Pilot with 1 school and 50 learners
Technology & architecture
- Client: Unity/Unreal (VR/AR) + WebXR fallback
- Networking: WebRTC for audio/video + UDP state sync (Photon/Netcode)
- Backend: microservices (Node/Go), PostgreSQL, Redis for session state
- Asset pipeline: glTF, progressive LOD streaming, CDN + edge for low latency
- Auth & LMS: OAuth2, LTI/SCORM connectors for roster & grade export
- Analytics: event streams (Kafka), visualization dashboards
Hardware strategy
- Tiered devices: standalone headsets (Quest/Pico), tablets for AR, desktop fallback
- School kit: headsets + charging cart + MDM for device management
- Optional edge servers for on‑prem low latency experiences
Content & partnerships
- Co‑create with universities, museums, and vocational institutes
- Teacher marketplace: simple revenue share to incentivize content creators
- Localization pipeline: voiceover, subtitles, and culturally adapted scenarios
- Quality assurance: pedagogical review & safety certification for each lesson
Sample lesson — Chemistry titration (outline)
- Intro & safety briefing (teacher avatar)
- Hands‑on manipulations: add reagent, read virtual burette
- Real‑time quiz checkpoints and formative feedback
- Assessment: sequence accuracy + lab report export
90‑day pilot plan (high level)
- Days 0–15: partner selection, consent & safety docs, lesson script
- Days 16–45: build MVP classroom + 1 scenario, teacher training
- Days 46–75: run pilot sessions, collect metrics & feedback
- Days 76–90: iterate and prepare scale package (kits + contract templates)
Costs & resourcing (ballpark)
- MVP (3 months): $120k–$300k (devs, 3D art, headsets, cloud)
- Year 1 (scale): $500k–$2M (content, sales, ops, hardware inventory)
- Team: 2–3 engine devs, 1 backend, 1 product, 1–2 3D artists, 1 growth/sales
KPIs & success signals
- Session engagement minutes per learner
- Teacher adoption & lessons run per month
- Pre/post learning gains (assessment delta)
- Pilot renewal rate & initial marketplace revenue
Risks & mitigations
- Hardware access: mixed‑mode support + leasing options
- Motion sickness: teleport locomotion, comfort options
- Bandwidth: edge/CDN + low‑fidelity fallback
- Teacher readiness: templates, onboarding & mentorship
- Safety/data: consent flows, GDPR/COPPA compliance
Go‑to‑market
- School district pilots & university research labs
- Exhibits with museums and science centers
- Corporate L&D for high‑value scenarios (safety, heavy equipment)
- EdTech channels, resellers, and hardware partners
FAQ
Which devices are required?
Premium: standalone VR headsets for full immersion. Essential: tablets/phones for AR experiences. Desktop works as fallback.
How do you measure learning?
Built‑in assessments, sequence tracking, time‑on‑task, and pre/post tests exported to LMS.
Is content safe for children?
Yes — consent, age gating, and moderated content reviews are core parts of our compliance workflow.
Call to action
Want a tailored pilot plan for your school or organization? Click below to request a pilot or download the investor brief.