top of page
Virtual Reality Game

BENEFITS
Gen Z Xperia Center for Learners

Offers a 360-degree of digital transformations that go beyond traditional teaching methods. it engages students, improves learning outcomes, and equips them with skills that are vital for their future success. both teachers and students find these immersive future technologies to be effective tools for active and enjoyable learning experiences like never before in a new world of learning by doing it yourself

2
3
5
Add a heading (1)
6
1

BENEFITS

GEN Z XPERIA CENTER FOR LEARNERS

01

Eco-Friendly Design

We would not be who we are without our eco-friendly design, which is at the core of our strategy. We are constantly working to improve our offerings and expand upon our capabilities when it comes to design and production. Get in touch to learn more.

02

24/7 Support

Our customers deserve the highest level of support, and we work tirelessly to maintain those standards. When you choose to work with our team, know that you are consistently choosing quality and excellence. Customer service is at the heart of everything that we do.

03

Multilingual Functionality

In today's globalized world, chances are you are interacting with people from more than just one country. This is where our multilingual functionality comes into play. Take advantage of this unique capability to expand your reach.

04

Advanced Tech

We are constantly working to improve our offerings and expand upon our technological capabilities. Our expert team of professionals is passionate about developing the most advanced tech on the market. Ready to experience the future? Get in touch.

Research Papers
Research Papers on the Burgeoning Role of VR Technology in K-12 Classrooms - by Reputed International Universities

01.

STANFORD UNIVERSITY  

 

Stanford's VHIL - Virtual Human Interaction Lab, did 8 experiments involving hundreds of Middle & High School students, on use of AR-VR and their results led to a greater understanding on                                                                                                
Point 1 - How different levels of immersion impact various cognitive processes, self-efficacy and motivation to learn,

Point 2 - Enhancement in empathy & perspective -taking, etc.
Source: https://stanfordvr.com/mm/2022/06/immersion_learning_2022_06v1.pdf

02.

UNIVERSITY OF MARYLAND

Study done on the question "Can Learning in VR Enhance Memory & Recall? These experiments-conducted by UMD’s researchers on 40 participants, using concept of a


Point 1 - “Memory-Palace” found 40% participants scored at least 10% higher in recall ability using VR over the desktop display.  


 

                                     

Source:

https://today.umd.edu/can-learning-virtual-reality-enhance-memory-3f558bab-22b6-4571-bd50-bc7fcca1fedd

03.

RESEARCHGATE                                                                                        


ResearchGate is a European commercial social networking site for scientists and researchers to share papers, ask and answer questions, and find collaborators. Virtual and augmented reality effects on K-12, higher and tertiary education students’ twenty-first century skills

Source: https://www.researchgate.net/publication/327167922_Virtual_and_augmented_reality_effects_on_K-12_higher_and_tertiary_education_students'_twenty-first_century_skills

04.

EUROPEAN CHEMICAL BULLETIN

A detailed analysis of the impact on AR and VR for Kindergarten to 12th-grade 
students is analyzed in this article. Analyzed parameters are compared with the traditional methodology and reports proved that VR and AR play a vital role in the field of education.

Source: https://www.eurchembull.com/uploads/paper/2b75bb813b2f59280a1300ba3f573921.pdf

bottom of page