VR Classroom

An educational app for middle-schoolers

Technologies

  • Unity
  • C#
  • JavaScript

VR Classroom

VR Classroom explores how low-cost VR can make abstract primary-school concepts tangible. The experience targets Google Cardboard so teachers can deploy it with existing classroom devices while still giving students moments of large-scale immersion.

Design Process

Feature Pillars

Geometry & Scale — Students stand on dynamic maps that expand from tabletop to 1:1 scale, then complete matching and differentiation tasks to reinforce proportional reasoning.

Volume Intuition — Interactive pouring exercises challenge players to fill glass containers without overflowing while giving immediate feedback if they overshoot.

Spatial Reasoning — A virtual classroom asks students to arrange furniture according to procedural prompts such as “place two lamps next to the window,” encouraging spatial vocabulary.

Language Engagement — Multiple-choice and “raining letters” scenarios turn vocabulary drills into physical activities. Students identify rotating 3D objects or shoot falling letters to spell translations.

Comfort & Accessibility

Early playtests revealed that forcing players to “sit” inside a rolling sphere caused motion sickness. We adjusted the viewpoint to a grounded disk that represents positional bounds and added gentle transitions between tasks. Difficulty scales based on recent performance so students stay challenged without frustration.

Geometry map expansion Spatial reasoning activity Vocabulary multiple choice task Raining letters spelling challenge

Technologies & Platforms

Project Scope

This was a six month course project that involved iterative classroom testing, teacher interviews, and multiple releases to validate usability with young students.