XR Catalogue
New XR catalogue in partnership with Activate Learning
Activate Learning are partnering with the Blended Learning Consortium (BLC) to make available to BLC Members a suite of Extended Reality (XR) Assets. These assets have been developed in-house by Activate Learning for our own learners, to match genuine learning needs with the opportunity to use XR to increase learner engagement with the learning material.
Each asset is directly linked to an appropriate curriculum and is provided with lesson plans, assessment plans, and additional resources as required.
The first tranche of these XR assets is available now and includes:
Virtual Reality: Drones for Construction – Photogrammetry
Virtual Reality: Early Years T-Level Common Childhood Illnesses
Virtual Reality: Early Years T-Level Signs of Abuse
Augmented Reality: Shapes for GCSE Maths
Immersive Room: Electrical Installation - Spot the Hazards
All VR resources are compatible with Meta Quest 2, VIVE Focus 3 and VIVE Pro 2 headsets. However, if you have access to any other VR headsets, please get in touch to see if we can help.
All AR resources can be accessed using smartphones or tablets which have a camera able to scan a QR code.
To express an interest in subscribing to this library, please email us for more information:
email the blended-learning teamVirtual Reality: Drones for Construction – Photogrammetry
In this VR experience, compatible with Meta Quest 2, VIVE Focus 3, and the VIVE Pro 2 headsets, learners are given the opportunity to practise a drone flight around a virtual construction site as well as learning the techniques for photogrammetry as applied to the Construction Industry.
Developed in partnership with Laing O’Rourke and with flight-handling consultancy from an experienced and CAA certified drone pilot, the experience offers a great introduction to drone flight for beginners, but placed in a real-world context where these skills are actually used by employers.
Photogrammetry virtual reality experience - promo video
Virtual Reality: Early Years T-Level Common Childhood Illnesses
In this VR experience, compatible with Meta Quest 2, VIVE Focus 3, and the VIVE Pro 2 headsets, learners can interact with a 3D model of a toddler to gain a strong visual sense of how a variety of common childhood illnesses present at different points in their lifecycle.
To accompany the visual representations of the illness’ presentation and progress, learners will be given text descriptions and guidance, all accessed through an intuitive “prod to action” interface.
VR - Childhood Illnesses - promo video
Virtual Reality: Early Years T-Level Signs of Abuse
In this VR experience, compatible with Meta Quest 2, VIVE Focus 3, and the VIVE Pro 2 headsets, learners can interact with a 3D model of a toddler to gain a strong visual sense of how common signs of physical abuse may present on a child’s body.
Using an abstract but accurate model allows the learner to see how injuries present, and contrast with likely non-suspicious injuries, without the potential emotional trauma of seeing injuries on a lifelike child. Seeing injuries in place, accompanied with informative animations where appropriate, is intended to help learners embed a sense of “something about that isn’t right” that they can carry forward into their daily practice.
All signs of abuse are accompanied by the relevant guidance from the National Institute of Health and Care Excellence (NICE). NICE has checked the use of its content in this product. NICE is independent of any company or product advertised.
VR - Signs of Abuse - promo video
Augmented Reality: Shapes for GCSE Maths
Compatible with the majority of smart phones, this augmented reality lesson allows learners to better understand and engage with the geometry and mapping of 3D shapes by seeing a variety of 3D shapes “unfold” to their 2D nets, giving them insight into edges, faces and so on in a unique, interactive and fun way.
Immersive Room Experience: Electrical Installation – Spot the Hazards
In this full-featured Immersive Room experience, designed with consultation from Activate Learning’s own faculty, the learners are able to safely explore within a reconstruction of an electrical workshop, with hotspot and information activities designed to replicate the real-world hazard perception lesson as delivered in an actual workshop.
By recreating the workshop and lesson in the Immersive world, learners can build and practice their hazard awareness in a controlled environment without the necessity of and disruption of repeatedly setting up a real-world space for this to happen in.