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Campus XR

Vendor: Campus XR

Overview

Campus XR is a VR and AI powered immersive education platform built for schools, colleges, universities and publishers. It combines virtual reality environments with AI driven content and personalised learning to make abstract subjects more concrete, engaging and memorable. Developed in close partnership with educators, Campus XR offers curriculum aligned, lesson ready spaces where learners, as avatars, can fully explore 3D models, interact with objects and participate in gamified challenges. It supports six degrees of freedom, so users can walk, fly, grab, rotate and dissect, not just look around. Its AI layer enables personalised experiences, adaptive lesson difficulty, AI tutors and content generation, and it also provides branded virtual rooms for social interaction, livestreams and events, useful for admissions, student recruitment and virtual open days.

Product overview

Immersive 6DOF VR learning

Environments where students can move freely, interact with objects, and fully explore virtual spaces.

AI driven personalisation

Adaptive learning paths that change in complexity, AI tutors to guide students, and AI content generation for 3D objects and quizzes via natural language.

Curriculum aligned environments

Pre-built inspirational virtual scenes, such as a time machine for history, a gallery for art, or science labs, tailored to educational subjects.

Gamified learning

Points, rewards and leaderboards to motivate repeated interaction.

Web portal for teachers

A drag and drop interface to build or customise lessons, import media and 3D models, and generate AI enabled assessments.

Virtual 360 campus tours

Fully interactive 360 degree tours, with pop-up stories, guided walk-throughs and integration into existing websites.

VR rooms and events

Branded virtual spaces for live student events, webinars, social meetups and ambassador led campus tours.

Accessibility and inclusivity

Designed for neurodiverse learners, with adaptive difficulty and AI support.

Cross device support

A 2D web interface lets non-VR users join the same environment from laptops, alongside the main VR experience.

Data and analytics

Track student engagement, progress and performance through the web portal and teacher dashboards.

Classroom learning and curriculum delivery

Use VR to teach abstract or difficult topics, such as history, science or art, in immersive, interactive ways.

Revision and reinforcement

Students revisit concepts through AI led quizzes, gamified challenges and 3D interactions.

Student recruitment and admissions

Universities or schools run virtual open days and campus tours within VR, guided by virtual ambassadors.

Social and community building

Use VR rooms for live events, social interaction and community building, helping students connect globally.

Differentiated learning and inclusion

Support neurodiverse learners by tailoring environments and tasks to their pace and style.

Experimentation and exploration

Let students step into historical moments, explore art in a gallery, or dismantle scientific models in a lab.

Virtual events and webinars

Host webinars, orientation sessions and open house events inside VR, with 360 spaces and spatial audio.

Publisher and educational content partnership

Publishers can create 3D and 360 learning content to integrate into their textbooks or digital assets.

Schools, K-12

Teachers and school leaders who want to bring immersive learning into the classroom in a scalable, engaging way.

Colleges and universities

Institutions that want to offer virtual open days, immersive campus tours or VR based course content.

Educators and curriculum designers

Teachers or edtech teams wanting to build their own VR lessons, or use AI generated curriculum content.

Neurodiverse learners

Students who benefit from tailored, adaptive environments and more dynamic engagement.

Admissions and recruitment teams

Student recruitment and marketing teams aiming to engage prospective students in a memorable, immersive way.

Publishers and educational content providers

Organisations producing textbooks or digital learning materials who want to enhance them with XR and interactive 3D content.

Education technology leaders

Heads of digital transformation or edtech in schools looking to invest in next generation immersive learning.

Technical readiness and platform setup

  • Confirm device compatibility and check Wi-Fi stability for large group, synchronous sessions
  • Ensure devices are running the latest client version, and validate account setup and SSO integration if required
  • Configure the institutional workspace and assign permissions, administrator, educator, facilitator or learner
  • Create course spaces or campus environments and upload branding assets such as logos and campus colours

Faculty readiness and content preparation

  • Provide onboarding for instructors and teaching assistants, and train staff on navigation and moderation tools
  • Establish teaching workflows, presentation mode, breakout groups and recordings
  • Upload lesson materials and build or customise virtual classrooms, labs or lecture spaces
  • Add interactive elements such as whiteboards or quizzes, and test modules before student sessions

Collaboration and student onboarding

  • Conduct a trial session with teaching staff to validate voice chat, avatar visibility and moderation tools
  • Assign facilitator roles and configure group areas for discussions or team based learning
  • Provide students with a quick start guide covering controls, movement and etiquette
  • Confirm comfort settings and establish classroom interaction rules for hand raising and muting

Operational support and review

  • Assign technical support roles for live classes and prepare backup access methods such as desktop mode
  • Plan battery management for headsets, and maintain update and device patch schedules across the institution
  • Export class recordings and gather engagement data and feedback from faculty and learners
  • Review environment effectiveness and plan continuous improvement cycles for curriculum in VR

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