XR Catalogue
New XR catalogue in partnership with Activate Learning
Activate Learning have partnered with the Blended Learning Consortium 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 phase 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
The Team are currently working on a Phase 2 offering, which will include the following resources:
Virtual Reality: Employability - The Interview Process
Virtual Reality: High Need Learners - Developing Daily Routines and Independent Skills
Virtual Reality: Public Services - Search and Rescue
Augmented Reality: Animal Management - Synovial Joints and Sliding Filament Theory
Creative Writing - Immersive Room: Supporting GCSE English Vocabulary
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 teamPHASE 2 RESOURCES
Virtual Reality: Employability - The Interview Process
A VR experience that will guide the student through the interview process, from getting ready the night before, to preparing in the morning, and throughout the interview itself. The app aids users with a 'translation' of interview question jargon and gives feedback based on their answers.
Virtual Reality: Employability - The Interview Process - promo video
Virtual Reality: High Need Learners - Developing Daily Routines and Independent Skills
A VR experience that will guide learners on how to develop daily routines and independent skills within supported living. This pack will also include developing skills for navigating public areas such as using public transport.
Virtual Reality: Public Services - Search and Rescue
A VR experience that will allow users to practise a drone flight with thermal imaging abilities to be used for search and rescue purposes.
Augmented Reality: Animal Management - Synovial Joints and Sliding Filament Theory
Creative Writing - Immersive Room: Supporting GCSE English Vocabulary
Asset pack to create your own immersive experiences. This particular asset is designed to assist students with Creative Writing, primarily benefiting our GCSE English learners. Through this 360-degree immersive experience, students can explore a rich and varied vocabulary, enhancing their creativity and building confidence in using new and impressive words.
This pack includes everything required to replicate the immersive room experience within your chosen platform, to include: 360-degree image, audio, and a comprehensive help guide.
PHASE 1 RESOURCES
Virtual 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.