top of page
Emily Kho

Virtual Reality is Making its Way into the Public School System

Updated: Oct 18, 2023

In previous articles, we’ve talked about virtual reality becoming the future of eLearning. In discussing the advancements with VR for eLearning, it’s clear to see the seamless transition into this new way of learning. So, it comes as no surprise the latest headlines in the education sector as we see that virtual reality is making its way into the public school system.


In this article, we’ll take a closer look at some of the groundbreaking news that recently hit the South Carolina public school system.



Virtual Reality and South Carolina Public Schools

South Carolina is becoming an innovator in integrating VR into public schools. The State of South Carolina has recently awarded a groundbreaking grant to VictoryXR, a VR educational product development company based out of Davenport, Iowa.


Purpose of the VR Grant

Aside from providing state-of-the-art technology in the public school system, the State of South Carolina has awarded the grant to VictoryXR in hopes to:


  • Provide thirty schools across the state with integrated classroom VR bundles

  • Develop a statewide metaverse learning center

  • Help students catch up on core subjects they fell behind in due to learning loss during the pandemic


Who Is VictoryXR?

VictoryXR takes virtual reality educational product development to the next level as one of the world leaders in the space. VictoryXR has created over 50 different learning units spanning 240 unique VR experiences to date.


Developing brand-new educational encounters for VR users across the globe, VictoryXR optimizes opportunities with academic partners like Oxford University and Carolina Biological.


VictoryXR develops VR content for:


  • Google Cardboard

  • Lenovo Mirage (running Google Daydream)

  • Pico

  • Oculus Quest

  • Oculus Go

  • Oculus Rift

  • Windows Mixed Reality

  • HTC Vive Focus

  • HTC Vive


In addition to VR, VictoryXR also develops Augmented Reality (AR) content for:


  • iPhones

  • Android phones

Virtual Environments Grant for the University of South Carolina

But that’s not the only realm in which South Carolina is taking the VR world by storm. The University of South Carolina also had a call for proposals for fall 2022, which was providing a Virtual Environments Grant.


Details About the Virtual Environments Grant

Full-time faculty of the University of South Carolina were invited to submit proposals for the revision of exemplary courses in the call for proposals for fall 2022. While the application deadline has since passed (Sunday, November 20, 2022), the implications of the grant can still be felt.


The Goal of the Virtual Environments Grant

The Center for Teaching Excellence (CTE), with support from the Office of the Provost, is aiming to take student engagement and learning to a new level. By investing in faculty who creatively integrate virtual environments (VE) technologies into courses, the University of South Carolina seeks educators looking for innovative pedagogical methods.


The Specifications of the Virtual Environments Grant

Grants of $2,000 will be awarded to faculty teaching either online or face-to-face courses at least once between spring 2023 and fall 2024. These courses will need to integrate one, or more, of the following into existing courses:


  • 360 video

  • Augmented reality (AR)

  • Immersive virtual reality (VR)

The Eligibility Requirements of the Virtual Environments Grant

Any full-time faculty from the University of South Carolina-Columbia and the Schools of Medicine (Columbia and Greenville) are eligible to apply for the Virtual Environments Grant.


The main requirement for the grant is that the proposal must be for revision of an existing course that the faculty members have taught previously.


Additional requirements for the Virtual Environments Grant include the following:


  • Consulting with a CTE instructional designer throughout the project development process to ensure that the materials developed meet university guidelines for design quality and ADA accessibility

  • Meeting with a CTE instructional designer or staff to discuss and outline proposed project development and implementation

  • Participating with fellow grant participants and CTE staff in a kickoff meeting to share ideas and resources and discuss best practices moving forward

  • Submitting a final report no later than January 31, 2025

  • Agreeing to submit a proposal for a CTE Oktoberbest Symposium presentation or CTE professional development session during the 2023-2024 academic year

  • Teaching the proposed course and implementing the funded project by the fall semester of 2024 (December 2024)

The Available Funds and Project Timeline of the Virtual Environments Grant

Proposals for the Virtual Environments Grant are each eligible for awards of $2,000. Supplementing the stipend provided, faculty will also receive pedagogical and instructional design support from the instructional design team and CTE staff. After the project kickoff session, the funds will be disbursed to awardees.


The virtual environments course must be taught by the end of 2024. A final report must be submitted by the faculty by January 31, 2025.


The Fine Print of the Virtual Environments Grant

The number of awards will be contingent upon the following:


  • The availability of resources

  • The number and quality of funded applications received and approved

  • The amount requested and allocated per application


Based on resources and justifications, there may be changes in funding amounts. Grantees will be informed accordingly.


The Application Process of the Virtual Environments Grant

Any eligible and interested faculty members of the University of South Carolina could apply online by completing the Virtual Environments Grant Online Application and submitting the following documents:


ryco.io and VR

As we continue to watch VR emerging in public schools, it’s important to note ryco.io’s involvement in this space as well. ryco.io integrates the use of VR currently through platforms that include Captivate and Articulate.


Focusing on social and emotional development among students of all learning needs, we seamlessly integrate data and learning analytics into each module we create. After all, it is a primary focus of ours here at ryco.io to develop eLearning courses and applications for businesses and schools worldwide that are accessible and engaging to all learners.


Final Thoughts

Now that you have a better idea of how VR is currently being used in education and will continue to expand in this space, you can see that it has opened uncharted territory for the classroom, both in person and online.



Comments


bottom of page