The Varwin Education Hackathon for grades 7-11 took place in Russia in 2020. It was called The VR Developer: a Career for the Future, and 250 students from across Russia developed their own VR applications under the supervision of teachers and tutors. Some of the best apps from this event are being used in classrooms today.
Virtual design at the hackathon took place on the Varwin XRMS platform. Its ease of use and functionality allowed students with no special skills or training to create 80 full-blown teaching applications. The most outstanding of these projects advanced to the super final, and three winners are ready for introduction into school programs. The hackathon final and the video of winners are available on Varwin’s Youtube channel.
This interregional event was organized by the Varwin company in conjunction with the Far Eastern Federal University, EDCOMM, and the Kruzhok Movement of the National Technology Initiative. Partners included Taiwan’s IT giant HTC, which donated VIVE Focus Plus helmets to the prize fund and showed interest in promoting the event finalists.
Russia currently has an ongoing government program to supply VR helmets to schools; however, many schools are unable to find applications for them. Meanwhile, tools have appeared on the market that facilitate the introduction and scaling of virtual technologies in educational settings. And in many cases, VR helmets are not even required.
Virtual reality-based training applications can encompass several topics and different fields of study. If hackathon entries are anything to go by, VR may help create entire virtual schools where each lesson comes to life through separate scenes and unique mechanics. Chemistry and geography, English language and psychology, PE, world art and anatomy, health and wellness skills – all of these can be woven together in a virtual world rather than taught only as disjointed subjects. A simulator for building a fire and conducting safe electrical experiments is just one example of the interdisciplinary solutions that are possible. Weaving together subjects in a virtual setting helps students to understand the connection between phenomena, events, and the inner workings of the world around us.
“It is surprisingly easy to work on the Varwin platform: it took me a couple of hours to get the hang of it and a mere three days to complete my hackathon project about chemical elements at home. What I like is that virtual technologies help not just learn a subject in the same way as a textbook, but also to become knowledgeable of various fields of study and remember how they relate to one another.”
Sergei Kiselev, Pupil of French Gymnasium No. 16 in Novosibirsk
Virtual reality can be used to “transfer oneself” inside an organic cell, or to the bottom of the Mariana Trench, or to the farthest galaxy from Earth. These remarkable experiences will be more memorable for students than the most detailed diagram in a textbook. Virtual reality simulators are also helpful in preparing students in the event of a fire or other emergency.
The Varapaparam team are hackathon winners from Veliky Novgorod. Their VR chemistry project allows students to conduct hazardous chemical experiments in a completely safe virtual environment.
Chemical experiments from the Varapaparam team
One interactive VR platform effectively replaces an entire scientific laboratory and requires absolutely zero special skills. This means that VR technologies can save time and financial resources for schools with a single investment lasting far into the future.
When we read or hear about something new, we naturally want to get a feeling for it. With VR, we are not limited by written descriptions or illustrations in textbooks. We are able to truly research and experience the subject and to get a feeling for how it works. This is a powerful and scientifically proven way to effectively teach both children and adults.
This is how the Varwin XRMS platform editor interface looks
The built-in Blockly editor allows implementing various use cases and designing sequences of actions inside the created virtual world without special skills.
Blockly makes it possible to create and adjust VR projects while also learning the development logic that goes on behind the scenes.
The Varwin virtual design environment is encouraging an ecosystem of proactive students who are ready not only to further develop their skills but also to contribute in a big way to academic progress. The intuitive equipment for virtual design paves the way for a large-scale flow of multimedia educational content. This new river of creativity encourages schools, colleges, and universities to stage their own hackathons and competitions to inspire young developers and to share projects and ideas.
Ongoing safety concerns during the pandemic are causing many educational institutions to pursue full or partial distance learning. Parents and teachers point out that students find it difficult to focus during online lessons. Many experience distractions and have difficulty understanding the subject. Lessons with elements of virtual reality offer a solution: they grab the students’ attention and make the topic more tangible and understandable. And this can be accomplished without the use of VR helmets. Students can immerse themselves in the virtual worlds created on the Varwin XMRS platform without special devices. One simple program downloaded onto a computer provides everything needed. During a lockdown, this is a significant tool to have. And once everybody is back in school – the same applications will be accessible for use with VR helmets.
“It is customarily believed that virtual reality is something beyond comprehension, created by egghead scientists in secret laboratories. But we saw from our own experience that any Year 7 pupil is capable of creating a virtual lesson or training app. Admittedly, no one knows better how to make the learning process interesting than the pupils themselves. There are many pupils with imagination. VR helmets are issued by the government, and once the simple and user-friendly Varwin XRMS platform is downloaded it will be possible to make an unlimited number of training projects without buying anything else. Apart from obvious cost-cutting, the teachers will be relieved of some of their burdens, the pupils engaged more intimately in the subject matter and the entire learning process will be turned into a collaborative effort.”
Vladislav Lobanovsky, Teacher of the Quantorium children’s science park, Veliky Novgorod
In 2019, the International Data Corporation, a respected international research and consulting company, projected the overall global spending on augmented and virtual reality technologies by 2020’s end to reach USD 18.8 billion. Nearly half of that amount is slated for commercial use cases, with the spending on VR applications for learning topping the list at USD 2.6 billion. Experts forecast 77% growth in the global AR and VR technologies market by 2023. Today, the bulk of that global growth is attributed to the education and training industries.
The stereotype of VR being inaccessible is becoming a thing of the past in Russia. The last eight years have seen the application of VR technologies spread so dramatically that they are reshaping the Russian education industry. This new VR multimedia content, created by schoolchildren themselves, is capable of advancing the academic process to an entirely new (and qualitative) level. Students are ensured full immersion into the subject matter studied, which is especially important in distance learning.
Teachers only need expertise in the subject matter they are teaching. The students already possess the imagination necessary to make the subject matter captivating through gamification and unconventional delivery. The outcome of the Varwin Education Hackathon shows that there is a demand in education for new and flexible tools. With the assistance of school staff, students are capable of creating captivating training applications which can later be monetized. By generating serious VR projects for their schools, teenagers can effectively get involved not only in education but also in business processes. Varwin’s state-of-the-art virtual developer tools make it possible to quickly create inexpensive and easily scalable solutions without special skills. With “turn-key” training programs just now in their infancy, students with VR in their classrooms may learn to take over the market.
Varwin Education recently teamed up with Quantorium, a technopark outfitted with high-tech equipment for kids. Quantorium was interested in finding ways for students to work remotely on complex projects and curious if students could stay motivated enough to complete a three-week task. The Varwin team wanted feedback from young developers on how well the platform and its tools worked. Together, Quantorium and Varwin set out on a virtual reality learning adventure.
Students developed ten VR applications on the Varwin platform. This was made simple because Varwin Education includes packages of pre-built scene templates and 3D educational models designed for different subjects like anatomy, biology, and astronomy.
“The mentor presents possible projects to their team of kids and comes up with new ideas and solutions. When kids get excited the only thing a teacher should do is to channel their motivation in the right direction and help them stay focused,” said Vladislav Lobanovsky, mentor of VR / AR Quantum, a former teacher of additional education for children and adults from Novgorodsky Quantorium.
The boot camp was held online, and an amazing 9 out of 10 children finished their projects. They created full-fledged VR games with well-thought-out plots and characters. Among them were space quests, games where you had to find a mythical creature in a laboratory, and medieval adventures.
During project presentations, teachers realized that it is possible to organize an online event that brings massive academic and pedagogical value. Additionally, during the pandemic, it energized the teams of kids. They had a very positive and fun experience socializing online around educational subjects.
Participants provided great feedback and many noted that Varwin’s intuitive object management didn’t require any special skills or prerequisites. They commented that it was a convenient tool for creating amazing VR projects. Blockly programming allowed participants to implement all of the necessary logic into a project, while the Varwin packages of ready-made models simplified the working process.
“We realized that Varwin is well suited for distance learning. It is easy to implement in an educational facility. More importantly, it turned out that children learn quicker with the help of interactive platforms, and this also provided some useful feedback: we have already made 21 updates that improve the platform’s performance!”- said Petr Pakhomov, the platform’s Product Manager.
This project combines several different locations: Space, Earth, the Moon, and Mars. You start on planet Earth, get on a rocket, and go to space to collect samples from meteorites. In space, you arrive at the main control center from which you can move to other locations. There is a model of our solar system on a scale of 1:100, and when you want to move to one of the locations, you simply take a ship.
On the Moon and Mars, you will find several quests involving a controllable Moon Buggy and Mars Rover, and you must complete the quests in order to leave. Obtaining resources and converting them into fuel for the ship is one such challenge.
This project was created as a story-driven role-playing game. The player finds herself in a dark laboratory where mythical creatures are born. Something goes wrong and one of the creatures escapes from a test tube, putting all of humanity in danger.
The main character’s task is to find this creature in the laboratory within a certain amount of time. If she does not find it, the creature grows larger until it eventually destroys the world. Tasks include learning about the creature from a letter, discovering a key to unlock new spaces, finding the creature, and finally restoring the creature to safety.
The idea of this project was to create a medieval adventure quest game. As a knight, the player needs to help Prince Leonard find his lost rapier – a precious item given to him by his father, the King.
The player must find the cave with the rapier and return it to Leonard to receive the valuable prize — a trunk full of coins.
This project was built as a game where the player searches for and finds various objects.
In Relic Hunt, the player acts as a salesman, selling things to different mythical creatures and searching for components to fill their orders. It is a multi-level quest game with time limits and the goal of filling as many orders as possible in one game session.
Help kids all over the world create awesome VR projects with Varwin Education! Contact our team for more details.
Varwin was invited to be a part of Learning Development with VR-Projects, an experimental program developed by the Moscow Innovation Agency in cooperation with School No. 1329.
Because the Varwin Education package includes software and didactic materials to help teachers quickly learn the platform, they were able to jump right in. Varwin Education also includes a ready-made study plan for use during lessons. This material helps teachers get off to a great start and eliminate any feelings of being overwhelmed by the new technology.
“Five lessons from the training program for teachers were enough for me to start working out projects with students,” underlines Egor Alexeyevich Morozov, teacher of IT science and tutor of extended education.
After a few lessons from the training program, each teacher is capable of creating projects that can be used in his or her own teaching practice. And the program for children is built in such a way that students can view the results of their own work from the very first lesson.
Boris Volgin, a 7th-grade student, says that he is motivated to continue studying because the platform is easy to use and allows him to quickly see the results of his work. Proof that VR design in the learning process can hold the students’ attention at maximum levels.
Classes in the VR Club lasted for one year. The club helped strengthen student interest and motivated them to continue their studies the next year. One of their Physical Experiment projects can be viewed in the screenshots below.
Varwin Education was selected from among more than 500 advanced start-ups to be part of a pilot program with the Moscow Agency of Innovation and the State University of Management. Together, Varwin helped them to test some of the most innovative solutions in the sphere of education.
Within two weeks of starting, four teachers and twenty students were developing interactive VR courses using the Varwin Education platform.
One of the projects created during the pilot deals with surviving in the wild. A virtual assistant will help you to pitch a tent, make a fire, determine the cardinal directions, and find food.
Another project represents interactive safety instructions in case of fire in a university lecture hall. The team tried to make the facilities realistic and to create an understandable sequence of actions for a student to complete in case of fire.
The third project also dealt with emergency procedures, this time in response to a chemical attack. Participants reproduced the chemical emergency in an incredibly realistic way, helping users to master the necessary skills to save lives and protect everyone’s health.
Another project focused on the rapid understanding of complicated material. Players can visit the Old Kingdom of Egypt and learn interesting facts about this era by using game mechanics and solving puzzles.