ClassVR: Difference between revisions
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Improving page with detailed specifications, history, features, and references |
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{{Device Infobox | {{Device Infobox | ||
|image = | |image = | ||
|VR/AR = [[Virtual Reality]] | |VR/AR = [[Virtual Reality]], [[Augmented Reality]] | ||
|Type = [[Head-mounted display]] | |Type = [[Head-mounted display]] | ||
|Subtype = [[ | |Subtype = Education VR | ||
|Release | |Platform = [[Android]] | ||
|Price = | |Creator = [[Avantis Education]] | ||
|Display = | |Announced = | ||
|Resolution = | |Release = 2017 | ||
|Refresh | |Price = Varies by bundle/license | ||
| | |Website = https://www.classvr.com | ||
| | |OS = Android (locked) | ||
| | |CPU = | ||
| | |GPU = | ||
|IPD | |Storage = 32 GB / 64 GB | ||
| | |RAM = | ||
|Display = LCD | |||
|Resolution = | |||
|Refresh = | |||
|Brightness = | |||
|FOV = | |||
|PPD = | |||
|Lenses = | |||
|IPD = | |||
|Eye Tracking = | |||
|Hand Tracking = | |||
|Tracking = 3DoF | |||
|Spatial Mapping = | |||
|Speakers = | |||
|Microphone = | |||
|Audio Jack = | |||
|Connectivity = Wi-Fi | |||
|Ports = | |||
|Battery = Integrated | |||
|Weight = | |||
|Materials = | |||
|Colors = | |||
|Sensors = Front-facing camera (AR) | |||
|Input = Wired controller, ClassVR Portal | |||
}} | }} | ||
'''ClassVR''' is a [[virtual reality]] [[head-mounted display]] | '''ClassVR''' is a line of [[virtual reality]] and [[augmented reality]] [[head-mounted display]]s designed specifically for educational use in schools. Developed by [[Avantis Education]], ClassVR combines classroom-ready hardware with curriculum-aligned content and comprehensive classroom management tools. The platform is trusted by over 200,000 schools worldwide and represents the leading VR solution purpose-built for K-12 education.<ref name="classvr">{{cite web|url=https://www.classvr.com/|title=Virtual Reality for Schools|publisher=ClassVR}}</ref> | ||
== History and Development == | |||
=== Educational Focus === | |||
ClassVR was developed from the ground up for educational environments, addressing the unique requirements of classroom VR deployment including student safety, content control, and classroom management. | |||
=== Global Adoption === | |||
The platform has achieved widespread adoption, with over 200,000 schools worldwide using ClassVR for immersive learning experiences. | |||
== Product Line == | |||
=== Standard Headset (64GB) === | |||
The Standard Headset delivers a reliable, streamlined VR and AR experience with everything schools need to get started with immersive learning.<ref name="premium">{{cite web|url=https://www.classvr.com/us/vr-headsets/premium-64gb-headset/|title=Premium 64GB Headset|publisher=ClassVR USA}}</ref> | |||
=== Xplorer Headset === | |||
The ClassVR Xplorer is a powerful, classroom-ready VR headset designed for immersive learning experiences for students of all ages.<ref name="xplorer">{{cite web|url=https://www.classvr.com/vr-headsets/xplorer-headset/|title=Xplorer Headset|publisher=ClassVR}}</ref> | |||
=== Xcelerate Headset === | |||
The Xcelerate represents ClassVR's most advanced offering: | |||
* '''Weight:''' Under 450 grams (lightest VR headset of its kind) | |||
* '''Visor:''' Innovative 90° flip-up design for seamless VR/reality transitions | |||
* '''Face Cushion:''' Detachable and easy to clean | |||
* '''Head Strap:''' Adjustable for comfortable fit<ref name="xcelerate">{{cite web|url=https://www.classvr.com/vr-headsets/xcelerate-headset/|title=Xcelerate Headset|publisher=ClassVR}}</ref> | |||
== Hardware Features == | |||
=== Adjustable Design === | |||
All ClassVR headsets feature adjustable head straps designed for students of all ages, ensuring comfortable wear during VR sessions. | |||
=== Controller === | |||
Each headset includes a wired hand-held controller enabling students to: | |||
* Navigate the headset interface | |||
* Explore virtual scenes | |||
* Interact with VR and AR content | |||
=== AR Capabilities === | |||
ClassVR headsets include: | |||
* Front-facing camera for augmented reality | |||
* Augmented Reality Classroom App | |||
* AR marker recognition | |||
== ClassVR Portal == | |||
The ClassVR Portal provides comprehensive classroom management tools: | |||
=== Content Distribution === | |||
* Send VR experiences to all headsets with a single click | |||
* Allow independent student exploration | |||
* Instant access to over 500 pre-made activities | |||
=== ClassView Monitoring === | |||
* Live view of student headset activity | |||
* Ensure students remain focused and on-task | |||
* Real-time engagement tracking | |||
=== Classroom Control === | |||
* Pause all headsets instantly | |||
* Bring attention back to the teacher | |||
* Individual or fleet-wide device management | |||
=== Device Management === | |||
* Configure devices and settings | |||
* Roll out firmware updates | |||
* Reboot, reset, or power down devices | |||
== Security and Safety == | |||
=== Locked-Down Design === | |||
ClassVR headsets are locked down by design: | |||
* Students access only curated content | |||
* No student data collected | |||
* Internet access restricted | |||
* All content teacher-controlled | |||
=== Usage Guidelines === | |||
VR sessions are recommended to last no longer than 15 minutes per lesson. Short sessions are highly engaging and work best to introduce topics or reinforce key learning points. | |||
== Educational Content == | |||
=== Pre-Made Activities === | |||
Over 500 curriculum-aligned activities covering: | |||
* Science | |||
* History | |||
* Geography | |||
* Art | |||
* Language Arts | |||
* Mathematics | |||
=== Curriculum Alignment === | |||
Content aligned to: | |||
* UK National Curriculum | |||
* US State Standards | |||
=== Open Platform === | |||
ClassVR supports: | |||
* Virtual and augmented curriculum content | |||
* Teacher-created content | |||
* Student-created content | |||
* Shared content from the community | |||
== Specifications == | == Specifications == | ||
{| class="wikitable" | |||
|- | |||
! Specification !! Details | |||
|- | |||
| Device Type || Standalone VR/AR | |||
|- | |||
| Target Market || K-12 Education | |||
|- | |||
| Storage || 32 GB / 64 GB | |||
|- | |||
| Controllers || Wired hand-held | |||
|- | |||
| AR Support || Yes (front camera) | |||
|- | |||
| Management || ClassVR Portal | |||
|- | |||
| Content || 500+ activities | |||
|- | |||
| Schools Deployed || 200,000+ worldwide | |||
|- | |||
| Session Length || Recommended 15 min max | |||
|} | |||
== See Also == | == See Also == | ||
* [[Virtual Reality]] | * [[Virtual Reality in education]] | ||
* [[ | * [[Augmented Reality]] | ||
* [[ | * [[Educational technology]] | ||
== References == | |||
{{Reflist}} | |||
[[Category:Devices]] | |||
[[Category:VR Headsets]] | [[Category:VR Headsets]] | ||
[[Category:AR Headsets]] | |||
[[Category:Head-mounted displays]] | [[Category:Head-mounted displays]] | ||
[[Category:Educational VR]] | |||
[[Category:Standalone VR]] | |||
[[Category:Avantis Education]] | |||
Latest revision as of 22:10, 7 January 2026
| ClassVR | |
|---|---|
| Basic Info | |
| VR/AR | Virtual Reality, Augmented Reality |
| Type | Head-mounted display |
| Subtype | Education VR |
| Platform | Android |
| Creator | Avantis Education |
| Price | Varies by bundle/license |
| Website | https://www.classvr.com |
| System | |
| Storage | |
| Storage | 32 GB / 64 GB |
| Display | |
| Display | LCD |
| Image | |
| Optics | |
| Tracking | |
| Tracking | 3DoF |
| Audio | |
| Connectivity | |
| Connectivity | Wi-Fi |
| Device | |
| Sensors | Front-facing camera (AR) |
| Input | Wired controller, ClassVR Portal |
ClassVR is a line of virtual reality and augmented reality head-mounted displays designed specifically for educational use in schools. Developed by Avantis Education, ClassVR combines classroom-ready hardware with curriculum-aligned content and comprehensive classroom management tools. The platform is trusted by over 200,000 schools worldwide and represents the leading VR solution purpose-built for K-12 education.[1]
History and Development
Educational Focus
ClassVR was developed from the ground up for educational environments, addressing the unique requirements of classroom VR deployment including student safety, content control, and classroom management.
Global Adoption
The platform has achieved widespread adoption, with over 200,000 schools worldwide using ClassVR for immersive learning experiences.
Product Line
Standard Headset (64GB)
The Standard Headset delivers a reliable, streamlined VR and AR experience with everything schools need to get started with immersive learning.[2]
Xplorer Headset
The ClassVR Xplorer is a powerful, classroom-ready VR headset designed for immersive learning experiences for students of all ages.[3]
Xcelerate Headset
The Xcelerate represents ClassVR's most advanced offering:
- Weight: Under 450 grams (lightest VR headset of its kind)
- Visor: Innovative 90° flip-up design for seamless VR/reality transitions
- Face Cushion: Detachable and easy to clean
- Head Strap: Adjustable for comfortable fit[4]
Hardware Features
Adjustable Design
All ClassVR headsets feature adjustable head straps designed for students of all ages, ensuring comfortable wear during VR sessions.
Controller
Each headset includes a wired hand-held controller enabling students to:
- Navigate the headset interface
- Explore virtual scenes
- Interact with VR and AR content
AR Capabilities
ClassVR headsets include:
- Front-facing camera for augmented reality
- Augmented Reality Classroom App
- AR marker recognition
ClassVR Portal
The ClassVR Portal provides comprehensive classroom management tools:
Content Distribution
- Send VR experiences to all headsets with a single click
- Allow independent student exploration
- Instant access to over 500 pre-made activities
ClassView Monitoring
- Live view of student headset activity
- Ensure students remain focused and on-task
- Real-time engagement tracking
Classroom Control
- Pause all headsets instantly
- Bring attention back to the teacher
- Individual or fleet-wide device management
Device Management
- Configure devices and settings
- Roll out firmware updates
- Reboot, reset, or power down devices
Security and Safety
Locked-Down Design
ClassVR headsets are locked down by design:
- Students access only curated content
- No student data collected
- Internet access restricted
- All content teacher-controlled
Usage Guidelines
VR sessions are recommended to last no longer than 15 minutes per lesson. Short sessions are highly engaging and work best to introduce topics or reinforce key learning points.
Educational Content
Pre-Made Activities
Over 500 curriculum-aligned activities covering:
- Science
- History
- Geography
- Art
- Language Arts
- Mathematics
Curriculum Alignment
Content aligned to:
- UK National Curriculum
- US State Standards
Open Platform
ClassVR supports:
- Virtual and augmented curriculum content
- Teacher-created content
- Student-created content
- Shared content from the community
Specifications
| Specification | Details |
|---|---|
| Device Type | Standalone VR/AR |
| Target Market | K-12 Education |
| Storage | 32 GB / 64 GB |
| Controllers | Wired hand-held |
| AR Support | Yes (front camera) |
| Management | ClassVR Portal |
| Content | 500+ activities |
| Schools Deployed | 200,000+ worldwide |
| Session Length | Recommended 15 min max |