Over 10 years we help companies reach their financial and branding goals. Engitech is a values-driven technology agency dedicated.

Gallery

Contacts

411 University St, Seattle, USA

engitech@oceanthemes.net

+1 -800-456-478-23

Blog Technology

Education Virtual Reality Explodes Onto the Marketplace

Education Virtual Reality Explodes Onto the Marketplace

VictoryVR Announces 10,000+ Downloads of its Education Titles

For immediate release
April 17, 2018

With most of the virtual reality focus on gaming titles, the steady advance of education title downloads has gone largely unnoticed. In comparison to gaming titles, education is still getting off the ground, but the announcement from VictoryVR shows there is a growing market for learning in virtual reality.

“We are happy to announce that our education titles have been downloaded and installed more than 10,000 times between the Oculus and Windows Mixed Reality stores during the last two quarters,” announced Steve Grubbs, CEO of VictoryVR. “It probably will not come as a surprise for people to learn that ‘Adventures in Space’ far outpaced ‘Chemistry in the Wonder lab.”

VictoryVR recently completed its work on middle school and high school science in virtual reality. In Q1, three of the forty-eight titles had been uploaded and accounted for the full number of downloads.

“Over the next two months, we will upload more than thirty titles to the Oculus, Windows, Vive and Steam stores so that users across platforms will have the chance to learn biology, anatomy, and chemistry in an immersive, gamified way,” said Grubbs.

Oculus and Vive have led the American market in device purchases, with Microsoft making their entry into the marketplace in late 2017.  Oculus accounted for more than 8,000 installs while Windows made a strong showing in its inaugural quarter with 2,000 installs.

VictoryVR gamifies learning for middle school and high school science while keeping all units tied to the Next Gen Science Standards. The curriculum is led by national runner-up teacher of the year, Wendy Martin, and curriculum specialist, Rene Gadelha.

In addition to gamification, there are 48 virtual field trips around the world. Students learn engineering design standing on The Great Wall of China, earth formation in Iceland and the hierarchy of living organisms in the jungles of Mexico.

Leave a comment

Your email address will not be published. Required fields are marked *