VR innovations

Explore education innovations recognized by HundrED as well as innovations from shared by the education community across the world.
map
tune
sort
  • Featured
  • Latest
  • Most popular
  • Alphabetic
Ribbon HUNDRED 2019
Lyfta
Lyfta is a digital learning platform where teachers and pupils can access stunning storyworlds and curriculum-based lessons. Lyfta invites pupils to memorable, immersive experiences with real human st
innovation
Impulse Neiry
Impulse Neiry is a bundle of hardware and software - virtual reality headset with built-in brain-computer interface, VR-games for education and application to track students progress. Our in-house BCI
PGH in 360: Youth Perspectives
PGH in 360 has two main purposes: to allow young people to share their views on issues that matter to them, and to introduce them to creating immersive media through producing 360-degree videos. Youth
Ribbon COVID-19 SOLUTIONS
solution
Educating Educators for the Future
The change from in-school to online and remote learning has been quick, drastic and unprecedented in the world of education. We have seen the educator community come together by sharing resources, exp
Ribbon FINLAND 100
innovation
From High School to University
A model for creating personalized learning paths from high school to university using virtual reality.
Ribbon HUNDRED 2018
ThingLink
A suite of digital storytelling tools designed to accelerate learning by creating dynamic multimedia images, videos and 360° virtual lessons, building a visual and immersive learning experience.
innovation
Musemio
With a cardboard headset and mobile app, Musemio allows every child to become a cultural explorer! Rooted in academic research, Musemio is an evidence-based edtech solution that allows children to exp
Ribbon HUNDRED 2020
ImmerseMe.co
ImmerseMe (https://immerseme.co/) is about virtually stepping into a beautiful and authentic location to learn a language, so that when you travel to these wonderful places in real-life, you'll be pre
Ribbon FINLAND 100
innovation
3DBear
3D printing, virtual reality (VR) and augmented reality (AR) take Maker Culture and studying STEAM subjects at school to a whole new level. This model presents how to utilize new technologies from a p
Ribbon FINLAND 100
innovation
3DBear
3D-tulostus, virtuaalitodellisuus (VR) ja lisätty todellisuus (AR) vievät maker-kulttuurin ja STEAM–aineiden opiskelun kouluissa aivan uudelle tasolle. Tässä mallissa esitellään, kuinka uusia teknolog
innovation
PHASE 4 Learning Center, Inc.
Breaking the school-to-prison pipeline through Innovative and unique approach of academic and career success. Focused on relationships, acceptance, tolerance and celebration of diversity, PHASE 4 tr
Empathy starter
3 unique aspects of the project. 1) A bystander perspective is emphasized; we believe the more empathy is evoked the more likely you take action to help others when seeing someone being bullied. 2) VR