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ADVERTORIAL


Teach the reality of climate change in a virtual world T


o protect the world of tomorrow, we need positive climate action today. Educating our students to become environmentally responsible citizens will play a pivotal part in securing the future of our planet, but how do we deliver these lessons in a way that inspires them to act, without causing anxiety and fear? Gillian Rhodes, Chief Marketing Officer at Avantis Education, explores how virtual reality is offering schools a proven solution that deepens students’ emotional connections and helps to drive long-term behavioural change. While Virtual and Augmented Reality (VR/AR) is not a panacea for climate action, it offers a powerful tool for fostering emotional engagement and understanding, which can drive behavioural shifts and collective action towards mitigating climate change.


VR/AR allows students to experience the impacts of climate change in an immersive way. By virtually witnessing the consequences of climate change, such as rising sea levels, extreme weather events, or ecosystem degradation, students will develop a deeper understanding and sense of urgency to act. Research suggests that VR experiences depicting worst-case climate scenarios can effectively evoke emotions like fear, which can be a powerful motivator for supporting climate change mitigation policies and actions*. VR/AR also enables students to step into different perspectives and experiences, reducing biases and promoting understanding of diverse challenges related to climate change. This can cultivate empathy and compassion, which are essential for driving collective action and emotional intelligence.


While VR/AR technology has the capability to deliver these immersive experiences for students, one of the biggest challenges is finding the right content to ensure the experiences are educationally sound, emotionally safe, and age appropriate.


Designed specifically for education environments, our ClassVR solution gives teachers everything they need to bring VR/AR into the classroom. As well as headsets made to withstand daily school life, ClassVR has a classroom management portal which makes it easy to set-up and manage VR/AR lessons. However, the real power of ClassVR comes from the Eduverse – a rich content library that provides access to thousands of curriculum-aligned


12 www.education-today.co.uk January 2025 Introducing Eduverse+


Eduverse+ is a new library that provides access to four advanced content suites: EduverseAI, WildWorld, STEAM3D, and CareerHub. This enhanced VR/AR content will enable schools worldwide to create dynamic, immersive and AI-powered experiences which meet the evolving needs of students, can be tailored to suit a wide range of educational levels, and support more advanced learning opportunities within the classroom. Schools are demanding increasingly sophisticated experiences and want to take more ownership of content creation. Curated in partnership with the world’s leading VR/AR content creators, Eduverse+ directly addresses this need by providing access to an advanced suite of new and innovative resources.


resources and supporting teaching guides. Moreover, we recently launched Eduverse+ which means there are even more powerful experiences and enhanced resources to support climate action.


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