VR Educational Platform for Immersive K-12 Learning

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Solution Overview

Problem

Existing online educational platforms for K-12 students are two-dimensional, leading to student apathy due to lack of engagement, especially among younger children who are accustomed to three-dimensional (3-D) graphics and virtual reality (VR) technology commonly used in gaming.

Innovation Solution

A 3-D virtual reality education platform that integrates standard lesson plans with VR technology, providing a real-to-life learning experience for students and allowing teachers to interface with students and lesson plans in real-time, using VR headsets and controllers for navigation and interaction.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If two-dimensional online learning platforms are used, then the system is simple and easy to implement, but student engagement and interest deteriorate

Engineering Contradiction:
Improveease of implementationVSAvoidstudent engagement
Core Design Contradiction:
Ease of operationVSProductivity

Solution Approach 1:

The patent transitions from two-dimensional learning interfaces to three-dimensional virtual reality environments, immersing students in interactive 3-D classrooms where they can physically move, interact with virtual objects, and engage with content in a spatially-aware manner, thereby dramatically improving student engagement while maintaining implementation simplicity through standardized VR hardware

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

2Device complexity

If traditional 2-D learning platforms are used, then the platform complexity is low, but student absorption and mental stimulation are insufficient

Engineering Contradiction:
Improveplatform complexityVSAvoidstudent absorption
Core Design Contradiction:
Device complexityVSReliability

Solution Approach 1:

The system introduces spatial dimensionality to learning through VR, allowing students to navigate 3-D virtual classrooms, examine objects from multiple angles, and interact with content in immersive environments that significantly enhance cognitive engagement and information retention

Inventive Principle:
Principle #17Another dimension (Dimensionality change)

Solution Approach 2:

The VR platform serves multiple functions simultaneously: it delivers instructional content, facilitates student interaction, enables teacher monitoring, provides assessment capabilities, and creates social learning opportunities, all within a single integrated system that improves student absorption without proportionally increasing complexity

Inventive Principle:
Principle #6Universality (Multi-functionality)

3Productivity

If VR technology is integrated into education, then student engagement and hands-on learning improve, but hardware and system complexity increase

Engineering Contradiction:
Improvestudent engagementVSAvoidhardware complexity
Core Design Contradiction:
ProductivityVSDevice complexity

Solution Approach 1:

The system creates virtual copies of physical classrooms, laboratories, and learning environments that can be replicated indefinitely. Students interact with these digital twins through VR headsets, eliminating the need for multiple expensive physical facilities while maintaining immersive learning experiences

Inventive Principle:
Principle #26Copying

Solution Approach 2:

The patent introduces VR headsets and controllers as intermediary devices that bridge the gap between traditional education and advanced technology. These standardized intermediaries provide the immersive experience without requiring students to directly interact with complex underlying hardware systems

Inventive Principle:
Principle #24Intermediary (Mediator)

Data Source

PatentUS20240355217A1Computer implemented software and method for a virtual reality educational platform
Publication Date: 2024.10.24 DRANE DEVEN
  • US20240355217A1 patent drawing
  • US20240355217A1 patent drawing
  • US20240355217A1 patent drawing

AI summary

The present invention comprises a computer implemented software and method for a virtual reality educational platform. The present invention incorporates existing lesson standards and lesson plans into a software generated platform that leverages virtual reality technology to create a real to life 3-D learning environment for grades K-12. The software of this present invention also integrates existing grading, attendance, and assessment software that unifies the teaching experience and the learning experience. Teachers are able to set the parameters for VR learning and students are able to access auto guided, manual guided or free roam lesson plans. Further students are able to utilize avatars to navigate the platform and have the ability to customize the avatar on an assessment-based token or reward system. The present invention allows teachers to simulate a learning environment while allowing students to be immersed in a simulated lesson environment.