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Virtual Experiences Wizard

The subjects in which our product is used are physics and chemistry, computer science, biology

Virtual Experiences Wizard

square with Tentacles  Project title

"Virtual Experiences Wizard - an educational game in virtual reality for primary and secondary school students"

outline of the upper man silhouette  Name of Beneficiary/Beneficiaries

Professor Why S.A.

briefcase icon  Name of programme

Smart Growth Operational Programme

newspaper icon  Competition

Sectoral Programme (5/1.2/2017) GameINN

two heaps of coins icon  Project value

PLN 1,677,854.91

hand icon with two circles above it  Funding value

PLN 1,252,350.96

clock icon  Project delivery period

From 01/01/2018 to 31/12/2019.

View the results of our work

Infograph

What problem is addressed by the project? 

Some 45% of the students surveyed use the computer and the Internet for homework, and 52% use Wikipedia regularly. Modern technologies are still mainly used for entertainment purposes, despite their opportunities for the education system. There are several reasons for this situation. Most of the games on the market do not have an attractive graphic design and are not very interesting for young people. Many educational games are primarily aimed at children up to the age of 6, and it is rare to find games on the market that are tailored to an older audience. The "Wizard of Virtual Experiences" application has a very attractive graphic design, compared to popular games, and is intended for an older audience - children and young people from primary and secondary schools.

Slowly, alongside “traditional” technological tools such as tablets and computers, virtual reality is gaining popularity. Virtual reality is a technology that allows us to create an artificial image of the space around us. We get acquainted with this image by putting on V.R. goggles with special lenses or a helmet that we can put on our heads.

The subjects in which our product is used are physics and chemistry, computer science, biology. Physics is the least popular among students (only 20% of students choose this subject as their favourite). The grades also reflect this situation - only 20% of students have the best grades in physics. 

The study found that for the chemistry subject, experiments were the favourite form of learning. However, through several problems: lack of chemical reagents, safety concerns, high costs, teachers rarely choose to teach lessons using chemical experiments. The problem is solved by the possibilities offered by virtual reality. Lessons using V.R. technology are primarily seen as useful and attractive.

Who uses the project results? 

The project is aimed at teachers as an aid to the classroom teaching of primary and general education students.

Our product consists of two games:

  1. In virtual reality, developed for platforms such as Samsung Gear V.R.;
  2. as a computer game in case when virtual reality equipment is not available.


The two games are linked together using an online scenario editor. Users can use the editor to create their own scenarios describing the experiment. Tasks can be shared between users of the application. A mode has been prepared for those who do not have access to V.R. equipment that allows experiments to be carried out on desktop computers. Teachers can use this mode to show all the students in the class experimenting. One of the functions of the editor is a visual programming language - the preparation of experiments. The user drags and drops blocks of language - creating an experiment scenario. It is an easy way to create your lessons and share them with friends, colleagues and students.

What was the greatest challenge during project implementation?

The biggest challenge for us was to create a Social Platform - a tool for sharing experiments between users, which acts as a social network, a ranking system and provides prizes for the best experiments.

By signing a partnership agreement with EduSense, we were able to eliminate risks from the project:

  • lack of a critical mass of users in the social network - through the partner, we have access to over 45,000 users per month.
  • compatibility of the tool with the latest / most popular web browsers - we integrated with the "EduSense Academy" platform;
  • access to sensitive data (personal data of teachers and children) - our partner meets the requirements of the GDPR. It is him that manages the personal database;
  • reluctance to conduct test lessons in schools - the partner provides continuous training throughout the country, which secures access to conduct both demonstration lessons, tests and gather all the necessary feedback from users.
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