Treach is a VR-Learning platform, which enables teachers to easily create VR content, courses and lectures. These unique VR classes are interactive, collaborative and immersive. An innovative approach for remote education is created through high degrees of gamification and proven didactic concepts.
VR LEARNING TREACH
The project Connected Schools, which was developed in close partnership with Nokia, aimed to target especially the lack of teachers in rural areas of South Africa.
The solution had to be cheap, viable and efficient. We transformed a regular shipping container into a first-of-its-kind remote classroom, equipped with all the necessities of a modern classroom. Through VR ocular glasses students could then have a one-on-one experience with a teacher, who was stationed in a city far away from the school. With the help of 3D models theoretical scientific concepts could be comprehended easily, especially when reinforced by real world examples.
Many students from rural areas do not possess sufficient real world experience in order to relate to text-book examples or regular teaching methods, but through VR the experience can be brought to them in a cost-efficient manner.
The project was a great success on all levels.
The COVID-19 pandemic made international work hard and remote education and work extremely relevant. So after some years of R&D a new E-Learning product was born: Treach.
Treach and VR Goethe
The Treach platform enables teachers to easily create content for VR courses and lectures. By making different kinds of quizzes and designing educational concepts for remote learning, teachers can have an impact of modern day schooling. Students can directly profit from high levels of interactiveness and the simplification of complex models. Especially the use of gamification can enhance the motivation and concentration of kids in a digitalized society. By competing in course-related quizzes and games students are reminded of their favourite games while learning important lessons for life. Through Treach many of the problems of remote learning are tackled. The visualization and gamification of educational content further enhances the effectiveness of E-Learning as a whole.
- Full VR courses with interactive 3D models of theoretical concepts
- Gamification of educational content
- Adventurous and story-based
- AI teacher represented by an owl
- High-Level didactic concepts and language learning facilitation