Today

=

Case Studies

🡒

Inspirit VR

Inspirit Inc.

2020

Infusing VR into the classrooms

How can we design student learning journeys that embed VR-enabled content more holistically in classrooms, enabling their wider adoption?

Background

Inspirit Inc is on a mission to transform how virtual STEM education is taught and experienced in classrooms. By leveraging Virtual Reality, it provides a more human-centered and empathetic approach to the way technical concepts in STEM subjects are taught. VR content was being sparingly created to be consumed routinely inside classrooms and not all schools could foot the investment for the expensive equipment needed to render highly immersive experiences.

Inspirit’s focus was to build one of the largest repositories for VR-enabled content aligned with curriculums and enable the widest possible access through smartphones and web-enabled interfaces. We partnered with them to prototype concepts for a self-paced and customisable content discovery system that could normalize VR-enabled learning in classrooms.

Key Challenges

1/.

VR was considered novel and lacked continuity as a pedagogical tool for the classroom. VR experiences or modules created for classroom learning were rare and often disconnected from the larger prescribed curriculum.

2/.

The curriculum for the same subjects varied drastically across schools thereby?

3/.

Teachers remained skeptical on the efficacy of VR in the classrooms. Could VR enabled learning modules enable adaptive and additive learning in-class and outside for all students?

Strategy and Approach

How can the application design itself create a differential edge for how VR is experienced in the classroom?

Key Challenges

1/.

Where and when would the modules add the most value for students in their learning journeys?

2/.

What would make students come back and try more experiences?

3/.

How can the content archive be best showcased to teachers to more readily adopt them into their pedagogical approaches?

4/.

Across devices- from headsets to smartphones, what attributes of the student learning journey if kept consistent would provide a definitive brand experience?

By mapping student and teacher journeys we devised core product anchors that would inform the wider UX and UI approach for the platform —

1/. Flexibility

Balancing class-based curriculum requirements with the ability for students to design and curate their own subject playlists to learn, revise or simply stay curious. Students could follow a lesson plan prescribed by teachers or combine modules across subjects into free-flowing playlists that would also be sharable within wider peer groups. Teachers could easily curate and assign modules across their classes. Search-ability of modules was augmented to include due-dates for upcoming assigments, exams that enabled students to be on top of things amidst multiple course requirements and assigments.

2/. Delightful Discoveries

New concepts or rare science trivia was interspersed and updated daily to spark more curiosity around modules or entirely new subjects which the student may not be currently pursuing, encouraging a more unprompted and organic mode of content discovery.

3/. Measurable Motivation

Balancing class-based curriculum requirements with the ability for students to design and curate their own subject playlists to learn, revise or simply stay curious. Students could follow a lesson plan prescribed by teachers or combine modules across subjects into free-flowing playlists that would also be sharable within wider peer groups. Teachers could easily curate and assign modules across their classes. Search-ability of modules was augmented to include due-dates for upcoming assigments, exams that enabled students to be on top of things amidst multiple course requirements and assigments.

Impact

Deployment of the early stage prototypes provided quick validations for key and scalable feature-based interventions for the content platform, facilitating future rounds of funding.