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XR Foundations: Designer

Please send me information about the XR Foundations: Designer program when it becomes available.

Matching Grant Announcement

 

MassXR in Education

 

Join us in revolutionizing the classroom experience through Extended Reality (XR).

The Future of Education is Immersive and Augmented!


 

Objective:

To create a cohort of Massachusetts schools/districts to serve as pioneers in integrating Extended Reality (XR) in K-12 education across multiple disciplines. 

Program Vision:

To foster a dynamic environment that facilitates innovation, collaboration, and inclusivity in learning through XR, ensuring that students and staff are prepared for the evolving demands of the 21st century.

Scale & Scope:

The initial pilot will start with a minimum of 10 schools/districts in the first semester.  Another 10 – 15 schools/districts will be added for the second semester.

Expected Outcomes:

  • Staff trained on the fundamentals of XR
  • Students trained on the fundamentals of XR
  • Selected curriculum/program updated with the integration of XR technology
  • Staff training on how to incorporate XR technology into their curriculum or program 
  • A network of schools and districts integrating XR to enhance teaching and learning

Let’s Shape the Future Together!

We invite schools and districts from Massachusetts to join us in this pioneering effort and lead the State in embracing immersive technology. Let’s co-create experiences that will change the way students learn and prepare them for tomorrow’s challenges and opportunities.

Girl Headset Laptop

AR CTE

Boy VR Amazed

What XR Terra Offers:

Technology: Deploy ten managed VR headsets per district, equipped with cutting-edge software tailored to support academic goals.
 
Content: A comprehensive XR curriculum focused on computer science, design thinking, 21st-century skills, and mental wellness exercises.
 
Access: The program is designed to ensure all students have access to this advanced learning platform and that it can be scaled further.
 
Guidance & Mentorship: Each participating school/district will be paired with a dedicated team of industry experts. These professionals will provide:
✓ Subject-specific metrics to gauge and drive progress.
✓ A growth-minded approach, assisting educators every step of the way, ensuring they’re well-equipped to harness the potential of XR.
✓ Technical support on management, content, and deployment.

 

Expected From the School/District:

Time Commitment: A commitment of at least three months to experiment with, explore, and integrate XR technology into the academic fabric.
 
Focus Area: Selection of at least one area of focus for development from the list below.
 
Support: Time and support to train staff and students as appropriate according to the focus area selected.
 
Cost: Each participating school/district (a school/district may have more than one focus area), will be responsible for $15,000, which will be matched by corporate sponsorship and philanthropy for an additional $15,000.
 
Application Deadline:Applications are being accepted on a rolling basis and seats are limited so schools/districts should submit their interest as soon as possible.

Areas of Focus

1.  Teach Tech Skills to Middle and High School Students

  • Curriculum designed to introduce the core concepts of XR design and development
  • Hands-on, scalable solutions for students to gain real experience in VR/AR development and design using Unity and other industry-standard programs
  • Encourage students to use additional tools to build, code, and explore their own creations in VR or AR while learning essential digital skills
  • Introduce new career fields and encourage additional skill-building

2. Use the power of XR to Continue Building 21st-Century Skills
Of the following list, bring focus on skills that are priorities for participating districts:

  • Learning Skills
    • Critical thinking, Creativity, Collaboration, Communication
  • Literacy Skills
    • Information literacy, Media Literacy, Technology Literacy
  • Life Skills
    • Flexibility, Leadership, Initiative, Productivity, Social Skills

3. Teacher Professional Development – up to 16 hours of PD

    • Intro to extended reality/demystifying the realities: VR, AR, MR
    • What is the Metaverse and its potential in education?
    • Transforming the learning experience into an immersive and interactive one
    • Integrating VR/AR into lessons
    • The impact of XR on student learning
    • Benefits of VR/AR in the classroom
    • Examples of XR applications in education
    • Adding cultural relevance through XR
    • Future career paths – preparing students to be ahead of the curve

4. Career Technical Education (CTE)

  • VR simulations can mirror real-life scenarios
  • Allow students to learn how to perform specific tasks in a low-risk environment
  • Accessible for students at schools without specific programs

5. Extended Reality for Health and Mental Wellness

  • Teachers – coaching, meditation, support groups, stress release
  • Students – coaching, support groups, social interaction, stress release, artistic programs
  • Families – participate in activities with students, support groups, community building

6. English Learner Education (ELE) Program and Foreign Language Education Program

  • For both students and their families
  • Practical conversation practice
  • Simulation of real-life situations/scenarios

7. Career Exploration

  • Use immersive and interactive experiences to explore careers
  • Introduce career pathways and identify new fields of interest

8. Curriculum Enhancement in the STEAM Content Areas

  • Use VR and AR applications to allow students to not only see, but interact with the content they are being taught
  • VR can bring educational concepts to life, making it easier for students to understand abstract topics
  • VR provides students with a safe and low-risk environment for lab experiments that would not be feasible in the classroom

9. Physical Activity

  • VR and AR provide immersive environments for engaging workouts
  • Physical activity can be increased outside of the physical education classroom
  • Access to workouts that have been adapted for students with varying abilities

10. Special Education

  • VR and AR technology can simulate real-world scenarios, allowing students to practice and develop skills in a safe and controlled environment. Examples:
    • Social skills practice for students with autism
    • Access to laboratories, outdoor spaces, etc. for students with physical disabilities


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