ICESCO partners with Avantis Education to implement VR/AR pilot

ICESCO partners with Avantis Education to implement VR/AR pilot
Image L-R: David Fairbairn-Day (Avantis Education), Dr. Khalid Maqbool Siddiqui (Minister of Federal Education and Professional Training of Pakistan), Alistair Hayward (Avantis Education), Waqas Afridi (ICESCO), David Mann (Avantis Education)

Avantis Education, creators of ClassVR, a VR/AR system for education, has announced a new partnership with ICESCO that will see the global edtech specialist lead a pilot programme with a minimum of four member states. 

Launched at the ICESCO Ministerial Conference in Oman (2-3 October), the pilot aims to evaluate the educational impact of immersive technology, provide actionable insights on best practice, and deliver a blueprint to inform future education improvement strategies. 

Scheduled to commence shortly after the conference, the pilot is deploying a proven methodology which will support the countries with implementing ClassVR, an all-in-one hardware, software and content solution. This includes provision of student training and teacher professional development, and ongoing impact analysis to deliver a final evaluation for ICESCO.      

“Successful countries always link the development of their education system to their national, economic, and societal needs,” explains Huw Williams, CEO, Avantis Education.

“To do this, an effective process of thought leadership, planning and execution must take place. Avantis Education has developed a pilot methodology that enables an education system to most effectively and productively design, plan and implement successful digital teaching and learning, and allow Avantis to get first hand feedback from teachers and students in a variety of educational settings.”

The 21-week programme will equip pilot schools with the skills and understanding to integrate VR/AR into lesson delivery, with a particular emphasis on the interdisciplinary learning benefits of immersive technology. 

Schools will explore the role VR/AR has to play in improving equity of education access for all students, learning how it can be used to improve student engagement in academic subjects as well as support social and emotional learning. 








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