Latest Posts

Equitable VR – The Trials and Tribulations

Building socially equitable VR for education and training is fundamental to opening VR to new educational audiences. JISC1 notes accessibility centres on ‘… designing systems to optimise access’, in this blog we explore how this definition can be applied in the context of further education audiences.

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What is Gamified VR Learning?

Gaming isn’t just for children, across the UK 86% of people aged 16-69 years played computer games in the past year. Virtual Reality is giving rise to a powerful and all immersive learning experience, innovating education and training today.

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