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CLASSROOM TECHNOLOGY


Marty from Robotical - in a class of its own! M


arty - the sophisticated little robot from Robotical is brimming with new upgrades including a Machine Learning feature which allows teachers to introduce AI concepts as early as Year 5.


Users train an image or audio model and program Marty to respond. The possibilities are endless!


Now you can also teach about data using Marty’s Sensor Dashboard, a data visualisation platform that allows learners to track, analyse and manipulate data from Marty’s various sensors.


Last year we saw Marty’s sound library expand with new pre- recorded sounds and the ability to record custom sounds using drag- and-drop sound blocks that adjust pitches, volumes and accents. This year Marty can speak and translate in over 40 languages, including Welsh and Gaelic.


Building on their RC sequencer, which streamlines the transition between unplugged and introductory block-based programming, Robotical has released a ‘show code’ feature to support the move from block-based coding to real-world text-based language Python by translating coding blocks into Python script. Marty really is in a class of its own!


Robotical.iohello@robotical.io


The reality of ClassVR in education


while in social studies, it can simulate historical events. When teaching maths, ClassVR helps to make abstract concepts tangible and relatable.


Inclusivity for special education needs and disabilities (SEND) VR/AR isn’t just a teaching tool; it’s also pivotal in fostering inclusivity. For SEND students, ClassVR can help tailor learning experiences to their needs, provide sensory experiences suited to their learning styles, and help in skill development. Additionally, ClassVR can be used to simulate scenarios to prepare students for new experiences, thereby reducing anxiety and enhancing wellbeing.


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There’s a belief that to integrate VR/AR in education, teachers will need extensive technical knowledge. However, with ClassVR’s ‘plug-and- play’ set-up, ready-made curriculum-aligned content, intuitive classroom management and robust hardware, VR/AR has become an easily accessible classroom technology.


oday’s students have grown up in a digital world. Virtual and Augmented Reality (VR/AR) tap into this familiarity by offering immersive educational experiences. This immersion leads to increased engagement and improved outcomes as students are not just passive recipients of information but active participants in their learning journey.


Immersive learning experiences might be what VR/AR is best known for, but its role in education extends much, much further. As the world’s only VR/AR solution designed exclusively for education, ClassVR is used in classrooms around the globe to better engage all students, increase knowledge retention and improve learning outcomes.


Cross-curricular application


AR/VR has been prominently used for virtual field trips, allowing teachers to ‘take them there, and be back in time for lunch’. It’s also a common feature in STEAM labs, used for subjects like anatomy and astronomy. However, VR/AR is much more versatile as a cross-curricular tool. For instance, in language arts, ClassVR can bring literary settings to life,


38 www.education-today.co.uk March 2024 https://www.classvr.com


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