Augmented and Virtual Reality for educational purposes.
We use innovative technology to make learning process fun again.
Augmented Reality is a technology that allows the physical world to be linked to the virtual world through a technological device. This helps us generate experiences that provides relevant information about our environment and helps improving the spatial perception and visualization of difficult concepts for the student.
Augmented Reality and Virtual Reality are disruptive technologies in education, they provide added value to the student and the teacher by increasing the levels of acquisition and retention of knowledge, facilitating the development of basic and transversal skills and competencies.
VIRTUAL REALITY (VR)
Immerse yourself in a virtual world through RV glasses. This technology allows enriching education and training processes through immersive and interactive experiences. Also generates greater interest and attention in the student on subjects, stimulating interaction and offering the opportunity to learning by doing through practical simulation.
Integration as a key to success: STEAM+H
STEAM disciplines, are considered essential for training in today’s society, guaranteeing the development of transversal and experiential knowledge in an interdisciplinary way to ensure meaningful learning.
We have also wanted to add the letter H of Human. We seek the use of all these disciplines, serve to realize the common good and for the ability to live in community, with solidarity and responsibility.
Ability to investigate, know and experiment with phenomena and situations.
Understanding of art as an expression of science.
Understanding of technology as a means to provide solutions to people.
Understanding of mathematics as the language of science.
Ability to design and build prototypes that solve a problem.
Responsibility. Ethics. Civism. Respect. Honesty.
Traditional vs EducaReality
Traditional study methods compared to modern learning and experimentation-based learning methodologies.
Traditional methodologies are based on learning by memorization, encouraging fleeting learning without creativity or motivation.
Using the new technologies of AR and VR along with gamification techniques, we make learning based on experiences that add value to the student and teacher.