Education
Our mission is to help companies successfully implement
VR & AR hardware solutions.
Virtual Reality for Students of All Ages
Introducing a whole new concept in educational technology: a ‘standalone’ Virtual Reality headset complete with a unique student-friendly interface, gesture controls, embedded educational resources and simple-to-use teacher controls. Xrtechline is a groundbreaking new technology designed to help raise engagement and increase knowledge retention for students of all ages.
Ages 4-7 years
Pre-School / Infant / Kindergarten
Early education is all about learning through experience. Find out how your youngest students can benefit from immersive 360 environments, used to enhance, impact and complement the real-world exploration and play that builds a solid foundation in the pre-school years.
Ages 7-11 years
Primary School / Elementary School
There’s so much potential for bringing the curriculum to life using virtual and augmented reality experiences, from visiting far-flung corners of the world to holding the human heart in your hands. Find out more about how VR and AR can have a remarkable impact in all areas of learning.
Ages 11-14 years
Secondary School / Middle School
Entering the next phase of education, students aged 11-14 can use virtual reality in education to build emotional intelligence, creative thinking and further develop a secure foundation of knowledge for a more engaging and effective learning condition than just textbooks and videos alone.
Ages 14-16 years
Secondary School / High School
Ensuring students are engaged, motivated and challenged throughout their school career is a key priority for teachers. See how virtual and augmented reality can impact students by unlocking potential, providing new ways to experience learning and even opportunities to create their own media.
Ages 16-18+ years
Higher or Further Education
Universities and colleges have always been at the cutting edge of new technologies, driving development, impacting industries and creating the next generation of scientists, developers and entrepreneurs. Virtual and augmented reality technologies are at the frontier of development right now, and change is happening at a frenetic pace.
Vocational Courses
Vocational Courses and Training
Vocational training will really begin to feel the impact of virtual and augmented reality over the next year or so. The ability to experience training in 360 is invaluable – and imagine budding mechanics viewing a working engine from all angles without leaving the classroom. All this is possible right now with Xrtechline.
SEND Students
Special Educational Needs and Disabilities
Special educational needs and disabilities (SEND) can impact each child's ability to learn differently. Using virtual reality, teachers can create personalised learning or regulation environments to meet the needs of every student in creative, innovative and fun ways.