Virtual Reality in Secondary Education

Application, scope & purpose

Pilot use of VR classrooms and immersive learning modules in secondary schools with Living lab/sandbox approach allowed for real-world deployment and feedback.

MV/VW environment

VR-based classrooms, collaborative virtual labs for STEM education.

Role of sandbox

Temporary regulatory waivers for data protection and curriculum flexibility, adjustments for privacy and educational standards.

Results obtained

•    A skills portfolio for learners (Daylindo)
•    An exchange tool between the family and the school (Klassroom)
•    Promote and disseminate data from training courses (France Université Numérique)
•    A “personal cloud” for students connected to their digital workspace (Academy of Rennes).