What is Campus-XR?

January 2, 2024

Trevor Benstock, Ed Tech Innovator and Director of IT Services at Bradfield, proudly tells us about his latest project – Campus-XR;

“Campus-XR is a Virtual Reality Learning Platform, developed and tested here at the College. It utilises one of the most immersive and technologically advanced interfaces of modern times (VR), in combination with the almost unlimited potential of artificial intelligence (AI), providing compelling learning experiences, transporting students to environments far beyond the realms of the classroom.”

Virtual Classroom

VR converts 2D learning materials into 3D objects, tangible and responsive, so diagrams in a book become models that the user can grab, spin around and dissect. 2D videos become 3D 360 experiences with the option to integrate multiple choice questions.

Campus-XR incorporates “6 degrees of freedom”, which means each learning environment can be fully traversed and explored, just like real life, it’s not a passive experience or a 360-degree guided tour. Learners can make their own choices, pick up objects, shake hands with their friends and walk or fly around (using jet packs), exploring and learning whilst having fun!

The science behind Virtual Reality learning…

The majority of us learn best when seeing and doing, as such there’s nothing better than an immersive simulated experience to help promote long term assimilation of knowledge and skills, especially when the task is potentially dangerous, impossible, counterproductive or expensive.

When pupils are presented with information in an engaging and exciting format, such as the fantastical scenarios in Campus-XR, neurotransmitters; dopamine, norepinephrine and serotonin are stimulated. Collectively they enhance learning by optimising memory, attention and mood. Functions crucial to the long-term acquisition of new information and skills in the developing, highly neuroplastic brain, of a young person.

Unlike other VR education products Campus-XR incorporates “6 degrees of freedom”, which means each learning environment can be fully traversed and explored, just like real life, it’s not a passive experience or a 360-degree guided tour. Learners can make their own choices, pick up objects, shake hands with their friends and walk or fly around (using jet packs), exploring and learning whilst having fun!

  • Dopamine reinforces rewarding experiences and enhances attention and motivation.
  • Serotonin regulates mood and cognition, creating a conducive mindset for learning.
  • Norepinephrine increases alertness and arousal, making the brain more receptive.

Unlocking the potential of personalised learning

Campus-XR is designed to be inclusive, benefiting students of all abilities and learning styles. Whether your child loves to dive into books or finds traditional learning less stimulating, our platform offers a fresh and engaging way to explore core concepts.

It is an especially attractive option for neurodiverse students. VR activities in combination with AI can be personalised and learning tailored specifically to the preferences of the individual. Tasks can be tailored to match the predilection of the learner. Likewise, difficulty levels can be set to adjust in real-time, ensuring pupils are challenged but not overwhelmed, providing a precise alternative to traditional delivery.

Learners are projected into scenes that reflect what they are studying, e.g. a historical event, outer space or inside a cell. Within this landscape pupils are represented as avatars, which are upgraded as they progress. Teachers have the ability to “spawn” tasks and interactive 3D models, selecting from a vast catalogue of curriculum aligned content. Pupils then explore and participate in gamified learning challenges, from which they earn points, used to unlock exciting features and unique avatar modifications.

Personalised Learning

The adaptive system can be simplified or made more complex to challenge each participant in a similar way to 1:1 coaching, and pace of progress can be determined by the user. It fits all learning styles… and significantly it’s designed to be fun! The learning combines just the right amount of healthy competition with a reward point system, encouraging repetitive engagement, so students are highly motivated to go back in and improve on their last score and overtake a friend from their position on the leaderboard.

Campus-XR is also a great tool for revision, we’ve all been there, re-writing notes again and again until they stick, creating mind-maps and using highlighters. In VR an AI tutor, that teachers can modify, takes learners through key topics and confirms retained knowledge with an assessment, so revision becomes more varied and enduring.

Safe learning

Another benefit attributed to Campus-XR is that it has been built from within our school, therefore it’s safe-by-design, learners can engage in a scenario and see the outcome minus the hazards. For example, if a learner wants to go over a science experiment, they can do so without the risks associated with Bunsen burners and chemicals.

Similarly, if they wish to practice their language skills, but are too shy to do so in public or don’t have easy access to foreign language speakers, they can dive into VR and speak with our AI tutor in a vast range of languages. Importantly child-safe guardrails are applied, ensuring the AI only operates within predefined parameters, providing a honed non-judgemental rehearsal environment that builds pupil confidence and encourages experimentation. Importantly, logs from these conversations are available for teachers to review and track, with insight into the topics discussed.

VR and exercise

In the same way that VR applies to learning it’s also a great motivator when it comes to movement and exercise, especially if the user has limited access to equipment, or indeed if the user is sensitive to their body shape and feels uncomfortable in front of peers.

Once the headset is on, the user is an avatar, released from their normal physical appearance, shielded in a virtual landscape. VR exercise is surprisingly effective as well, with the ability to burn lots of calories through the exercise undertaken. Trevor, the founder of Campus-XR, discovered VR to be a godsend during lockdown, where he maintained base fitness through VR boxing, burning up to 400 calories per session. He modified the headset, adding an extra fan, to keep cool while advancing through rounds of boxing. Within Campus-XR Trevor and team have replicated the Bodie Squash courts, familiar to Bradfieldians, here pupils can go in, grab a virtual racket and improve their hand-eye co-ordination whilst advancing their skills and fitness.

Campus-XR product development

Campus-XR has a distinct advantage over competitor products in that it has been developed from within an educational environment, so efficacy can be readily trialled and fed back to the design team, enabling seamless continuous improvement. Importantly, unlike many commercial VR development studios, Trevor has been able to work directly with teachers and pupils every day to hone features and gain rapid feedback, making the most of a willing test-bed and user suggestions whilst enabling an agile methodology.

When will Campus-XR be ready to use at Bradfield?

“We’re 75% of the way there in terms of feature and content completion and we continue to test and hone at VR club, with our incredible pupils contributing much valued feedback. All being well, I think we’ll be ready to launch late summer 2024.”

Staff can book a Campus-XR session with Trevor, where he will demo the platform’s capabilities and provide training so teachers can run future sessions independently.

Interested to learn more?

To learn more about Campus-XR, including investment opportunities, visit the dedicated Campus-XR website, and contact Kester Russell, Bradfield College’s Commercial Director on krussell@bradfieldcollege.org.uk