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Cosmica

STEAM Education In The Metaverse

We transform school lessons into highly engaging virtual and augmented experiences that enhance student interest and retention. But building XR content is only one part of the equation. Equally important part is to ensure that it is accessible to those who need it the most. That's what sets us apart from others. We are bringing AFFORDABLE ed-tech XR solutions that communities can sustainably use.

Overview

Information on this page is provided by the innovator and has not been evaluated by HundrED.

Web presence

2021

Established

350

Children

1

Countries
Target group
Students
Updated
May 2022
"If we start educating our children this way, I think young students might actually prefer their studies over videogames!"

About the innovation

Why did you create this innovation?

Difficulty in keeping my focus on the blackboard was one of the key challenges I faced during my childhood education. And while I graduated from school, the challenge remained for millions of students who came after me. It got further exacerbated by Covid-19 as home environments can often have even more distractions. So we set out to solve this challenge by making lessons more immersive!

What does your innovation look like in practice?

A 2020 research conducted at University Of South Australia for school going students concluded that students educated with VR scored, on average, roughly 7% higher than the control group. Numerous other studies have come to similar conclusions since. It is well established that VR can significantly improve learning outcomes and information retention.

However, integrating VR in education does not come without its challenges. First of all, decent content at reasonable licensing fee is hard to find. Even when it is available, schools are often hesitant in adopting it due to equipment costs. Google Cardboard was the first major leap in lowering equipment cost, but in emerging markets, majority of smartphones can't even support cardboard due to lack of gyroscope sensor.

To solve these issues, we are building a library of content (in-house + open source ) along with a cardboard VR app that supports external Arduino based gyroscopes, thus eliminating the need for upgrading the smartphone.

How has it been spreading?

Since December 2021, we have held several on-site VR screenings of our educational experiences in partnership with local communities and organizations. Additionally, we have started releasing snippets from the longer experiences as open source mini-lessons via Youtube, VeeR and DeoVR. Teachers can incorporate in these into class activities for free or students could view on their own. The videos have gathered hundreds of views with engagements only trending upwards.

We are also in talks with our city's Planetarium to establish permanent VR exhibits on their premises. We have presented our solutions at several exhibitions and gotten encouraging feedback from public, including members of legislative assemblies, high ranking officials from education department and 2 provincial ministers.

If I want to try it, what should I do?

For organizations looking to integrate VR in their curriculum:
cosmica@vivid-labs.com
+92-314-2954669

Individuals can try out some of our content for FREE via youtube channel: https://www.youtube.com/channel/UCpVAyajwDiNDfgM2r549PKQ

The content is best viewed from a VR headset such as Meta Quest/HTC Vive. If thats not available, a gyroscope enabled smartphone with cardboard VR box works too.

Implementation steps

1) Goal setting & Requirement Gathering

History, Geography, Social Studies, Science (especially space) and Arts are often best candidates to be taught in VR but we are open to working with other subjects too!

Let us know what topics you are interested in teaching. If we already have developed (Or are currently developing) any experiences, they can be licensed for FREE by public schools and non-profit organizations. However, if you want us to develop bespoke experience for you, or want exclusivity over any content that will come at a price.

2) Content collection and optimization

In this step, special care is taken to ensure the content is well optimized for your students, culturally as well as in terms of technical standpoint based on the target VR devices and platforms you intend to display (Assuming target VR devices have been discussed in step 1).

3) Equipment acquisition

Generally there are 3 possible ways to get a VR headset.1) Get a commercial stand-alone headset (may cost around 300-800 USD per device).

2) Gyro enabled Smartphone + Mobile VR Headset. Assuming all your students already own mid-high end smartphones, you will only need to arrange Mobile/Cardboard VR headsets. Will typically cost around $10-20 per device.

3) Non-Gyro enabled smartphone + Mobile VR Headset + External gyroscope. $10-$20 for cardboard + $5 for external gyroscope. You don't necessarily need to buy the external gyro from us. We will provide you the schematics and code to assemble them yourself.

4) Start Screening

You have the content. You have the hardware. You have the software. Ta Da!

Spread of the innovation

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