ClassVR
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| ClassVR | |
|---|---|
| Basic Info | |
| VR/AR | Virtual Reality, Augmented Reality |
| Type | Head-mounted display |
| Subtype | Standalone VR |
| Platform | Android |
| Creator | Avantis Education |
| Developer | Avantis Education |
| Announcement Date | 25 January 2017 (Bett 2017, London) |
| Release Date | 2017 |
| Price | £1,999 for a classroom set of eight headsets with storage and charging case (UK launch price, January 2017); monthly subscription for UK and US schools offered from August 2025 |
| Website | https://www.classvr.com |
| Versions | ClassVR Headset (CVR-155-A), Standard 32GB (CVR-255), Premium 64GB / Standard (CVR-255-64), Xplorer (CVR-355-128), Xcelerate (CVR-655-128) |
| System | |
| Operating System | Customized Android-based firmware (Android 8 according to Avantis; Android 12 on Xcelerate) |
| Chipset | Rockchip RK3288 (2017 launch headset); Qualcomm Snapdragon XR1 (Standard 64GB, Xplorer); Qualcomm Snapdragon XR2 Gen 1 (Xcelerate) |
| GPU | Mali-T760 MP4 (2017 launch headset); Adreno 615 (Standard 64GB, Xplorer); Adreno 650 (Xcelerate) |
| Storage | |
| Storage | 16 GB (CVR-155), 32 GB (CVR-255), 64 GB (CVR-255-64), 128 GB (Xplorer, Xcelerate) |
| Memory | 4 GB (Standard 64GB), 6 GB (Xplorer), 8 GB (Xcelerate) |
| Display | |
| Display | LCD; single 5.5-inch fast LCD (Standard 64GB, Xplorer); dual 2.21-inch fast LCD (Xcelerate) |
| Resolution | 2560 x 1440 (Standard 64GB); 3664 x 1920 (Xplorer); 1920 x 1920 per eye (Xcelerate) |
| Image | |
| Field of View | 105° (Xcelerate) |
| Optics | |
| Optics | Fresnel and aspheric combination lens (Standard 64GB); pancake lenses (Xcelerate) |
| Tracking | |
| Tracking | 3DoF (Xplorer and earlier models); 6DoF with four-camera spatial tracking (Xcelerate) |
| Audio | |
| Audio | Integrated stereo speakers; 3.5 mm headphone output on earlier models |
| Microphone | Yes |
| Camera | 8 MP autofocus front camera (2017 launch headset); 13 MP autofocus front camera (Standard 64GB); dual 16 MP RGB passthrough cameras (Xcelerate) |
| Connectivity | |
| Connectivity | Wi-Fi |
| Ports | Micro USB and USB-A (CVR-155); USB-C (CVR-255 and later) |
| WiFi | Dual-band 2.4 and 5 GHz |
| Bluetooth | 4.2 (Standard 64GB); 5.0 (Xcelerate) |
| Battery Capacity | 5,500 mAh (Xcelerate) |
| Battery Life | About 4 hours depending on use (Avantis support FAQ); 3 hours (Xcelerate) |
| Device | |
| Weight | Under 450 g (Xcelerate, according to Avantis) |
| Sensors | Front-facing camera (AR); proximity sensor; gyroscope and accelerometer (Xcelerate) |
| Input | Hand gestures, buttons and swipe pad (CVR-155); wired hand-held controller (later models); two 6DoF optical controllers (Xcelerate); teacher control through the ClassVR Portal |
ClassVR is a line of virtual reality and augmented reality head-mounted displays designed specifically for educational use in schools. It is made by Avantis Education (named Avantis Systems in 2020 investment announcements), an educational technology company based in Gloucester, England.[1] ClassVR combines standalone headsets with storage and charging cases, curriculum-aligned content and a web portal that lets teachers send content to every headset and control them during a lesson.[2][3]
Avantis launched ClassVR at the Bett education technology show in London in January 2017, at £1,999 for a classroom set of eight headsets with a charging case.[2] The company has since released four further headset models. The newest, Xplorer and Xcelerate, came out in August 2025; Xcelerate adds six degrees of freedom tracking for the head and controllers.[4] In 2026 Avantis said ClassVR was used in over 90 countries by more than 2 million students, and the company received a King's Award for Enterprise in the Innovation category for it.[5][6]
History and development
Educational focus
Avantis designed ClassVR for classroom use, with student safety, content control and classroom management built into the system. Before ClassVR, Avantis was known for its LearnPad and ClassCharge products for schools.[2]
Launch in 2017
Avantis presented ClassVR at Bett 2017 at ExCeL London (25-28 January 2017, stand C100) and called it "the world's first virtual reality set designed specifically for schools". The launch package included the headsets, a charging and storage unit, classroom controls for the teacher, over 500 VR and AR activities and curriculum-aligned lesson plans. Teachers managed the headsets through Avantis's existing ClassConnect web portal.[2]
Unlike phone-based viewers such as Samsung Gear VR or Google Cardboard, the headset did not need a smartphone to power it. In a February 2017 post on Arm's developer blog, Avantis technical director Rupert Rawnsley said the company chose the Rockchip RK3288 system-on-chip, which has a quad-core Arm Cortex-A17 CPU and an Arm Mali-T760 MP4 GPU, because it balanced efficiency and performance. The same post described an 8-megapixel autofocus front camera, adjustable straps and adjustable focus.[7]
The first headset was controlled with hand gestures read by the built-in camera, so students did not need a physical controller.[2] At Mobile World Congress 2017, Wareable's Sophie Charara tried the system. She launched an experience by making an OK sign in front of the headset and left it by holding up a fist, and reported that the gestures worked almost instantly. The gesture recognition software came from the Swedish company Crunchfish, whose founder and CTO Paul Cronholm said all gestures were designed for one hand so that they would be simple to remember.[8]
Growth
In September 2020 the private equity firm Key Capital Partners invested £4.25 million in Avantis. At that time more than 40,000 ClassVR headsets were deployed in more than 3,000 schools, sales had been made in more than 60 countries, and over 80 percent of ClassVR sales were overseas.[1] Avantis won the Exporter of the Year category at the Bett Awards in January 2020.[9]
In August 2022 the private equity firm LDC invested in Avantis, with Key Capital Partners keeping a stake. BusinessCloud reported that ClassVR was then used in over 100,000 classrooms and that the company's revenue had passed £20 million over the previous 12 months.[10] In June 2022 Avantis launched Eduverse, a web-based platform for VR and AR lessons that also runs on ClassVR headsets (see below).[11]
Global adoption
As of 2026, Avantis says ClassVR is used in over 90 countries by more than 2 million students.[5] It runs country websites for Australia, Czechia, Germany, Italy, Latvia, Poland, the United Kingdom and the United States.[3]
2025 headsets
Avantis showed the Xplorer and Xcelerate headsets at ISTELive 25 in San Antonio, Texas (29 June to 2 July 2025),[12] and announced them formally on 20 August 2025. Xplorer is aimed at K-12 schools; Xcelerate is aimed at high school and further education. Both use Qualcomm Snapdragon XR platforms. Xcelerate is sold in sets of four and Xplorer in sets of eight or 30, and Avantis offers a monthly subscription to schools in the UK and US.[4][13]
Product line
Avantis's support portal lists five ClassVR headset models.[14] As of October 2026 the comparison table on the ClassVR website lists three of them: the 64 GB headset (now called Standard), Xplorer and Xcelerate.[15]
| Model | Model number | Storage | Processor | Display | Notes |
|---|---|---|---|---|---|
| ClassVR Headset | CVR-155-A | 16 GB[16] | Gesture, button and swipe-pad controls; micro USB charging[17] | ||
| Standard 32GB Headset | CVR-255 | 32 GB[16] | USB-C charging; USB hand controller[18] | ||
| Premium 64GB Headset (sold as Standard) | CVR-255-64 | 64 GB, microSD | Snapdragon XR1 Gen 1, 4 GB RAM | 5.5-inch fast LCD, 2560 x 1440 | 13 MP autofocus front camera[19] |
| Xplorer | CVR-355-128 | 128 GB, microSD | Snapdragon XR1 Gen 1, 6 GB RAM | 5.5-inch fast LCD, 3664 x 1920 ("4K") | 3DoF; aimed at K-12[15][20] |
| Xcelerate | CVR-655-128 | 128 GB | Snapdragon XR2 Gen 1, 8 GB RAM | Dual 2.21-inch fast LCD, 1920 x 1920 per eye | 6DoF; pancake lenses, 105° field of view[21] |
Original ClassVR headset
The user guide for the CVR-155 describes a headset with a front camera, a swipe pad on the right side, keypad buttons for volume, back, power and select, a focus adjustment wheel, a 3.5 mm headphone output, a memory card slot, USB-A and micro USB ports, speakers, a microphone and a proximity sensor that turns the screen on when the headset is worn. Students selected items by looking at an icon and making a "select" gesture about 30 cm in front of the camera, or by pressing the select button or tapping the swipe pad, and returned to the menu by shaking their head from side to side or pressing the back button.[17]
Standard 32GB headset
The CVR-255 charges through a USB-C port and has a camera, a microphone, a memory card slot, a 3.5 mm headphone output and a proximity sensor. Its optional USB hand controller has a trigger, a navigation control, an option button and a back button. It is powered by the headset, so it does not need charging. A USB-C to USB-A adapter is supplied with the controller and is removed when it is used with a CVR-255.[18]
Standard headset (64GB)
Avantis describes the Standard Headset as delivering "a reliable, streamlined and efficient VR & AR experience in the classroom".[15] It uses a Qualcomm Snapdragon XR1 with an Adreno 615 GPU at 780 MHz, 4 GB of RAM and 64 GB of storage with microSD expansion, a 5.5-inch 2560 x 1440 fast LCD, a 13-megapixel autofocus front camera, dual-band Wi-Fi and Bluetooth 4.2.[19] It is covered in detail in ClassVR Premium.
Xplorer headset
Xplorer is the 2025 headset aimed at K-12 classrooms.[4][22] It keeps the Snapdragon XR1 Gen 1 and Adreno 615 GPU of the Standard headset but has 6 GB of RAM, 128 GB of storage and a 5.5-inch fast LCD with a resolution of 3664 x 1920, which Avantis markets as 4K.[15] Avantis describes Xplorer as a 3DoF headset for primary students, which can be used from a seated position.[20] Its strap fits different head sizes and can be worn with or without glasses.[22]
Xcelerate headset
Xcelerate is the higher-specification 2025 headset, built for career-focused learning in high schools and further education.[21][4]
- Weight: Under 450 grams; Avantis calls it the lightest VR headset of its kind[23]
- Visor: 90° flip-up design for switching between VR and the real classroom
- Face Cushion: Detachable and easy to clean
- Head Strap: Adjustable for comfortable fit[23][24]
According to its specification sheet, Xcelerate runs Android 12 on a Snapdragon XR2 Gen 1 with an Adreno 650 GPU, 8 GB of RAM and 128 GB of storage. It has dual 2.21-inch LCD panels at 1920 x 1920 pixels per eye, pancake lenses with a 105° field of view, dual 16-megapixel RGB cameras for video input and passthrough, integrated stereo speakers and microphone, Wi-Fi 802.11 b/g/n/a/ac/ax, Bluetooth 5.0, a USB-C port and a 5,500 mAh battery.[21] Avantis gives the battery life as three hours.[24] Tracking is 6DoF for the head and the two hand controllers, using a four-camera spatial tracking system with a boundary safety system.[4][20] ClassVR's comparison table lists Xcelerate without headphone compatibility or storage expansion, although the spec list on the UK Xcelerate page mentions a 3.5 mm headphone jack and a microSD slot.[15][24]
Hardware features
Adjustable design
Avantis says all ClassVR headsets have adjustable head straps and are designed for students of all ages.[15] Headsets are supplied in lockable cases with built-in charging hubs.[3][18]
Controller
The first ClassVR headset had no hand controller and relied on gestures and buttons.[2][17] Later headsets include a wired hand-held controller enabling students to:
- Navigate the headset interface
- Explore virtual scenes
- Interact with VR and AR content[15]
Xcelerate instead uses two optically tracked 6DoF controllers, which Avantis uses for vocational simulations such as taking forensic photos or using a sewing machine.[24]
AR capabilities
ClassVR headsets include:
- Front-facing camera for augmented reality
- An "Augmented View" mode that shows the room around the student through the camera, and the ARC app for preconfigured augmented reality activities[17]
- AR marker recognition: with the ClassVR AR cube, students can hold, rotate and examine 3D models in their hands[22]
ClassVR Portal
The ClassVR Portal provides comprehensive classroom management tools. At launch, these functions ran through Avantis's ClassConnect portal.[2] The portal communicates with the headsets over the school's local network, starting on TCP ports 37395 to 37399 and then using WebSocket.[16]
Content distribution
- Send VR experiences to all headsets with a single click
- Allow independent student exploration
- Drag-and-drop playlists, with ready-to-use lesson plans
- Pre-download (cache) videos, 3D models and playlists to the headsets[22]
At launch Avantis advertised over 500 pre-made activities;[2] it now describes "thousands" of resources in its Eduverse libraries.[3] A playlist can hold up to 21 tracks.[16]
ClassView monitoring
- Live view of student headset activity
- Ensure students remain focused and on-task
- Record student sessions
- Dynamic points of interest to direct attention[22]
Classroom control
- Pause all headsets instantly with Attention Mode
- Bring attention back to the teacher
- Individual or fleet-wide device management[22]
Device management
- Configure devices and settings
- Roll out firmware updates
- Reboot, reset, or power down devices
- View usage data, battery levels, Wi-Fi status and software versions[22]
Headsets cannot be managed with third-party mobile device management tools such as Intune. Avantis uses QR codes for tasks such as joining Wi-Fi, adding proxy settings and resetting devices, including factory resets. Schools can also distribute their own Android apps (APK files) and 3D models in GLTF (.glb) and STL format.[16]
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[22]
Avantis states that the headsets log technical data such as temperature, uptime, battery level, firmware version and network details, and that customer account data is stored in an AWS data center in Ireland.[16]
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. Avantis's health and safety guide also advises adults to limit children's time in the headset and recommends a break of at least 10 to 15 minutes every 30 minutes.[25] The CVR-155 guide told users to stay seated unless the content required standing.[17]
Educational content
Pre-made activities
ClassVR resources include explorable scenes, 360° images and videos and 3D models, with learning objectives, discussion prompts, worksheets and quizzes. The content library can be filtered by subject:
- Art
- Countries of the World
- Culture
- English
- Geography
- Maths
- PSHE
- Science
- SEND
- STEM[26]
Curriculum alignment
Content aligned to:
Eduverse
Avantis launched Eduverse on 27 June 2022 as a web-based "K-12 metaverse" in which students can meet as avatars. It runs on laptops, Chromebooks, tablets, phones and VR headsets, including ClassVR headsets and Google Expeditions kits. Eduverse also hosts Avantis World, which Avantis described as a VR "theme park" with hundreds of curriculum experiences; subscriptions started at US$99 in 2022.[11] Eduverse is now the home of all ClassVR content and its subscriptions include Eduverse, Eduverse+ and EduverseCTE.[26] For the 2026/27 school year Eduverse+ has six premium libraries: EscapeRooms (maths), LingoLab (English language learning), WildWorld (360° wildlife videos covering over 200 species), CareerHub, STEAM3D and EduverseAI.[22] EduverseCTE, the career and technical education library paired with Xcelerate, includes career simulations; in its soft-skills modules learners receive AI feedback on eye contact, clarity of speech and body language.[23][24]
Open platform
ClassVR supports:
- Virtual and augmented curriculum content
- Teacher-created content, including uploaded 360° images and videos[22]
- Student-created content
- Shared content from the community
Research and school use
In a paper in the proceedings of the 2024 conference of the Immersive Learning Research Network (iLRN), Celestino Magalhães, Marco Bento and José Alberto Lencastre studied the use of ClassVR for teaching science threshold concepts. They surveyed 47 students in two ninth-grade classes about the immersive VR learning spaces; the students' feedback suggested the spaces were an effective teaching tool that could deepen emotional engagement.[28]
European Schoolnet's Smart Connected Classrooms pilot, funded by Qualcomm's Wireless Reach initiative, used content from the ClassVR Portal and Avantis World, alongside tools such as CoSpaces, Tinkercad and ThingLink, in its second phase. The phase ran in the 2023-2024 school year at two schools in Spain and Portugal, with 37 teachers and 607 students. Teachers reported significant gains in their self-assessed VR skills, and more than half believed VR improved students' knowledge retention.[29]
Reception and awards
Wareable's Sophie Charara wrote in 2017 that the experiences she saw were not very interactive, but called the gesture controls "a nice take" that did away with tapping the side of the headset. She described the £1,999 price for eight headsets as "reasonable, if not cheap compared to Cardboard", noting that it included the software and lesson plans.[8]
In an April 2024 guide to VR headsets for schools, Tech & Learning's Luke Edwards named ClassVR the best overall system. He described the headsets as "solidly constructed with a plastic shell and wide headband" and praised the amount of content, central control and support, but listed its classroom-only use as a drawback and wrote that the price is still a commitment compared with options that work at home.[30]
Awards include:
- Bett Awards 2020: Exporter of the Year (Avantis Education)[9]
- Tech & Learning Best of Show at ISTELive 25, Primary Education category; Avantis said it was the company's fourth consecutive Best of Show award at ISTE[12]
- King's Award for Enterprise 2026, Innovation, announced on 6 May 2026. Avantis was one of 185 UK organisations to receive a King's Award that year. The assessors cited ClassVR's classroom management and safeguarding features, the teacher portal, the Eduverse library and its support for students with special educational needs.[6][31]
On its About page, Avantis also lists Bett Award wins in 2024 and 2025 and ERA Awards finalist and winner badges for 2017 to 2022.[5]
Specifications
| Specification | Details |
|---|---|
| Device Type | Standalone VR/AR |
| Target Market | K-12 education; Xcelerate also for further education[4] |
| Storage | 16 GB / 32 GB / 64 GB / 128 GB, depending on model[16][15] |
| Controllers | Gestures (CVR-155); wired hand-held; two 6DoF controllers (Xcelerate) |
| AR Support | Yes (front camera) |
| Management | ClassVR Portal |
| Content | Eduverse, Eduverse+ and EduverseCTE subscriptions[26] |
| Reach | Over 90 countries, more than 2 million students (Avantis, 2026)[5] |
| Session Length | Recommended 15 min max per lesson[25] |
See also
References
- ↑ 1.0 1.1 "Investment in educational VR company, Avantis Systems". Key Capital Partners. 2020-09-09. https://keycapitalpartners.co.uk/investment-in-educational-vr-company-avantis-systems. Retrieved 2026-10-13.
- ↑ 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 "World's first virtual reality set designed for schools launches at Bett 2017". ClassVR. Avantis Education. 2017-01-25. https://web.archive.org/web/20240621002214/https://www.classvr.com/blog/worlds-first-virtual-reality-set-designed-for-schools-launches-at-bett-2017/. Retrieved 2026-10-13.
- ↑ 3.0 3.1 3.2 3.3 "Virtual Reality for Schools". ClassVR. ClassVR. https://www.classvr.com/. Retrieved 2026-10-13.
- ↑ 4.0 4.1 4.2 4.3 4.4 4.5 "Avantis Education advances ClassVR solution with major hardware innovations". Avantis Education. Avantis Education. 2025-08-20. https://www.avantiseducation.com/news/avantis-education-advances-classvr-solution-with-major-hardware-innovations/. Retrieved 2026-10-13.
- ↑ 5.0 5.1 5.2 5.3 "About Us". ClassVR. Avantis Education. https://www.classvr.com/about-us/. Retrieved 2026-10-13.
- ↑ 6.0 6.1 "King's Award Win Recognises Avantis' Global Impact on Classroom Learning". Key Capital Partners. 2026-06-01. https://www.keycapitalpartners.co.uk/kings-award-win-recognises-avantis-global-impact-on-classroom-learning/. Retrieved 2026-10-13.
- ↑ 7.0 7.1 Freddi Jeffries (2017-02-06). "Virtual reality for education goes top of the class". Arm Community. Arm. https://developer.arm.com/community/arm-community-blogs/b/mobile-graphics-and-gaming-blog/posts/virtual-reality-for-education-goes-top-of-the-class. Retrieved 2026-10-13.
- ↑ 8.0 8.1 Sophie Charara (2017-03-01). "This VR headset for the classroom is controlled by kid-friendly gestures". Wareable. https://web.archive.org/web/20190723172756/https://www.wareable.com/vr/classvr-headset-schools-gestures-4445. Retrieved 2026-10-13.
- ↑ 9.0 9.1 "Congratulations to all the Bett Awards 2020 winners". Bett. 2020-01-23. https://bettshow.com/bett-articles/congratulations-to-all-the-bett-awards-2020-winners. Retrieved 2026-10-13.
- ↑ "LDC invest in firm behind VR system for classrooms". BusinessCloud. 2022-08-04. https://businesscloud.co.uk/news/ldc-invest-in-firm-behind-vr-system-for-classrooms/. Retrieved 2026-10-13.
- ↑ 11.0 11.1 "Avantis Education launches Eduverse, a safe and secure 'metaverse' for K-12". EdCircuit. Avantis Education. 2022-06-27. https://edcircuit.com/avantis-education-launches-eduverse-a-safe-and-secure-metaverse-for-k-12/. Retrieved 2026-10-13.
- ↑ 12.0 12.1 "ClassVR from Avantis Education Wins Tech & Learning Best of Show Award at ISTELive 25". EdCircuit. Avantis Education. 2025-07-14. https://edcircuit.com/press_releases/classvr-from-avantis-education-wins-tech-learning-best-of-show-award-at-istelive-25/. Retrieved 2026-10-13.
- ↑ Matt Jones (2025-08-22). "Avantis Education Launches New Headsets for ClassVR Solution". THE Journal. https://thejournal.com/articles/2025/08/22/avantis-education-launches-new-headsets-for-classvr-solution.aspx. Retrieved 2026-10-13.
- ↑ "Which Device". ClassVR Support Portal. Avantis Education. https://support.classvr.com/troubleshoot/which-device/. Retrieved 2026-10-13.
- ↑ 16.0 16.1 16.2 16.3 16.4 16.5 16.6 "Product Technical Support FAQ". ClassVR Support Portal. Avantis Education. 2026-02-01. https://support.classvr.com/articles/product-technical-support-faq/. Retrieved 2026-10-13.
- ↑ 17.0 17.1 17.2 17.3 17.4 "ClassVR Setup and User Guide (CVR-155), V 1.1". ClassVR Support Portal. Avantis Education. https://support.classvr.com/wp-content/uploads/ClassVR_Userguide_CVR_155_english.pdf. Retrieved 2026-10-13.
- ↑ 18.0 18.1 18.2 "Virtual Reality Headset and Case Guide, ClassVR Headset Model Number CVR-255, v2.0". ClassVR Support Portal. Avantis Education. https://support.classvr.com/wp-content/uploads/ClassVR_Userguide_CVR_255_english.pdf. Retrieved 2026-10-13.
- ↑ 19.0 19.1 "Standard Headset". ClassVR. Avantis Education. https://www.classvr.com/vr-headsets/premium-64gb-headset/. Retrieved 2026-10-13.
- ↑ 20.0 20.1 20.2 "What is 6DoF?". ClassVR. Avantis Education. 2026-03-12. https://www.classvr.com/resource-hub/what-is-6dof/. Retrieved 2026-10-13.
- ↑ 21.0 21.1 21.2 "Xcelerate Headset Technical Specification (10037_0825_FV1.0)". ClassVR. Avantis Education. https://avpartsmaster-static.symphonycommerce.io/uploads/c28392844d1c377840e5f9fd1bd8ea1a/Xcelerate-Headset-Tech-Spec-Sheet.pdf. Retrieved 2026-10-13.
- ↑ 22.00 22.01 22.02 22.03 22.04 22.05 22.06 22.07 22.08 22.09 "Xplorer Headset". ClassVR. ClassVR. https://www.classvr.com/vr-headsets/xplorer-headset/. Retrieved 2026-10-13.
- ↑ 23.0 23.1 23.2 "Xcelerate Headset". ClassVR. Avantis Education. https://www.classvr.com/us/vr-headsets/xcelerate-headset/. Retrieved 2026-10-13.
- ↑ 24.0 24.1 24.2 24.3 24.4 "Xcelerate Headset". ClassVR. ClassVR. https://www.classvr.com/vr-headsets/xcelerate-headset/. Retrieved 2026-10-13.
- ↑ 25.0 25.1 "Health & Safety". ClassVR. Avantis Education. https://www.classvr.com/policies/health-and-safety/. Retrieved 2026-10-13.
- ↑ 26.0 26.1 26.2 "Content by Subject". ClassVR. Avantis Education. https://www.classvr.com/immersive-content-overview/content-by-subject/. Retrieved 2026-10-13.
- ↑ "ClassVR Resources Aligned with U.S. State Education Standards". ClassVR. Avantis Education. https://www.classvr.com/us/state-correlation-standards/. Retrieved 2026-10-13.
- ↑ Celestino Magalhães, Marco Bento, José Alberto Lencastre (2025-02-21). "Immersive Virtual Learning Spaces for Emotional Engagement in Education with the Classroom-ready Virtual Reality Device CLASSVR". Immersive Learning Research - Academic, vol. 1, no. 1 (iLRN 2024 proceedings). https://publications.immersivelrn.org/index.php/academic/article/view/218. Retrieved 2026-10-13.
- ↑ "New Report on Virtual Reality in Education". Scientix. European Schoolnet. 2025-02-28. https://www.scientix.eu/news-events/news/article?id=1937059. Retrieved 2026-10-13.
- ↑ Luke Edwards (2024-04-19). "Best VR Headsets for Schools". Tech & Learning. https://www.techlearning.com/buying-guides/best-vr-and-ar-systems-for-schools. Retrieved 2026-10-13.
- ↑ "Avantis Education Creators of ClassVR Wins King's Award for Enterprise 2026". ClassVR. Avantis Education. https://www.classvr.com/portal/avantis-education-creators-of-classvr-wins-kings-award-for-enterprise-2026-2/. Retrieved 2026-10-13.