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Virtual & Augmented Reality in Pre-school Education: Age 4 to 7 years

Inspiring the next generation to love learning

VR in Education for Ages 4 to 7 years

Early education is all about learning through experience. Find out how your youngest students can benefit from immersive 360 environments, used to enhance and complement the real-world exploration and play that builds a solid foundation in the pre-school years.

Communication Skills

For young students, developing their communication and language skills is essential to a successful education. Reading stories, playing games, drawing, imaginative play and providing experiences all contribute to building vocabulary for structured conversations and discussions whilst ultimately teaching students how to communicate.

VR use case:
ClassVR provides an immersive, virtual reality experience that can encourage students to become more imaginative and build their vocabulary by describing what they are experiencing. The experiences allow students to ask open-ended questions, problem solve and explore awe-and-wonder.

EARLY YEARS VR CASE STUDY: Early Communication (Student Age 3-4)

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Mathematical Thinking

From estimating, predicting and reasoning topics, mathematical thinking is a core skill that teachers embed across the curriculum to help stretch a students’ logical and high ordering thinking skills.

VR use case:
Using ClassVR provides a practical, hands-on way for students to use their logical thinking and reasoning skills across a wide array of subjects in the curriculum, including Maths. By providing a fully immersive and engaging environment to learn in, students can continually re-apply and revisit their skills in a fun and unique way.

MATHEMATICS VR CASE STUDY: Estimation & Prediction (Student Age 5-7)

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Enriching Experiences

Learning through experience is a powerful type of education. By experiencing the topic, students are not only motivated and engaged in the lesson, but they can also see first-hand for themselves the context surrounding the topics that are being taught.

VR use case:
With ClassVR you can immerse your students into 360-degree photos, videos and explorable scenes, letting students experience impossible adventures such as visiting the moon or exploring Mars. Students can understand the scale and vastness of our planet, moon, solar system and even the universe, which can otherwise be a challenging concept to comprehend.

SCIENCE: The Moon Field Trip (Student Age 5-11)

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1000s of Curriculum-Aligned VR & AR Resources for your Infants & Kindergarten

ClassVR comes complete with thousands of VR & AR resources, lesson plans and ready-made worksheets that can be easily integrated into your existing lessons to enhance learning.

  • Covers a multitude of subject covered in the curriculum
  • Includes 360 images, videos, 3D models and explorable scenes

What content is available? Download our list of available content

Want to find out more about ClassVR?

See ClassVR in action and book your FREE ClassVR demonstration today!

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