Nessy VR Technology on E-learning
Most governments around the world have temporarily closed educational institutions in an attempt to contain the spread of the COVID-19 pandemic.
The project will provide E-learning beyond 2D gaming to the targeted students by immersing them to another world of E-learning by use of virtual reality technology such as VR Goggles.
When students read about something, they often want to experience it. With VR, they aren’t limited to word descriptions or book illustrations; they can explore the topic and see how things are put together. Our project efforts is to mitigate the immediate impact of school closures, particularly for more vulnerable and disadvantaged communities, and to facilitate the continuity of education for all through remote learning. Also put the students to the test by hosting a quiz, and keep a record of grades for your own analysis afterwards.
Most governments around the world have temporarily closed educational institutions in an attempt to contain the spread of the COVID-19 pandemic.
These nationwide closures are impacting almost 70% of the world’s student population. Several other countries have implemented localized closures impacting millions of additional learners.
The global lockdown of education institutions is going to cause major interruption in students’ learning particularly whom come from vulnerable and disadvantaged communities. Whom much of them have no required resources to do online learning.
In the era of digital devices, we have an opportunity to enable better learning with technology. Virtual Reality (VR) seems to be the natural next step for the evolution of education. Too much information received in a short period of time can easily overwhelm students. As a result, they become bored, disengaged, and usually not sure why they are learning about a topic in the first place.
When students read about something, they often want to experience it. With VR, they aren’t limited to word descriptions or book illustrations; they can explore the topic and see how things are put together.
Presently the feeling VR provides to students they can learn about a subject by living it. It’s easy to forget that VR experiences aren’t real — a body actually believes it’s in a new place. This feeling engages the mind in a way that is remarkable.
Kibera is the largest slum in Nairobi, and the largest urban slum in Africa. The 2019 Kenya Population and Housing Census reports Kibera's population as 185,777, contrary to previous estimates of one or two million people.
Our project efforts is to mitigate the immediate impact of school closures, particularly for more vulnerable and disadvantaged communities, and to facilitate the continuity of education for all through remote learning.
The VR on E-learning can provide analytics on the time taken to complete real tasks (in the virtual world) or flag mistakes directly to the trainee. The VR can create scenarios that would be otherwise impossible through standard e-Learning. Also through group collaboration where Learners can experience scenarios together and solve problems collaboratively. VR on E-learning conditions improved overall performance (i.e. learning, including knowledge acquisition and understanding) as few of the research shows. Learners on VR condition also showed better performance for ‘remembering’ than those in the traditional.
- Promote gender-inclusive and gender-responsive education for everyone, including gender non-binary and transgender learners
VR on E-Learning has already proven to be successful in corporate training and even engineering applications. It is now at a place where is a solutions in E-learning which is cost-effective, efficient and productive, also generating a competitive advantage. This Technology does show great potential, not only as an option to supplement or replace traditional learning methods, but to develop novel learning experiences that have not been used before. For example, a student might learn about how molecules and atoms work, before putting on a VR headset and being immersed inside an atom and experiencing this first hand.
- Prototype: A venture or organization building and testing its product, service, or business model
- A new business model or process
Some of the most important knowledge we gain doesn’t come from what we hear from lecturers, but rather from collegiality and debate. VR education gives the opportunity to make learning experiences social by allowing students to communicate with each other. Using avatars and mapped facial expressions, people can come together to discuss, synthesize, and learn from one another.
VR allows us to bridge the gap between educators and learners. With VR, distance learning tools can put educators and students together in the same room with digital representations of themselves — teachers can teleport into the VR world and guide students through their experiences
With education emerging as one of the key segments for growth on VR gear use. “By revenue, the commercial and enterprise markets are expected to eclipse the consumer segment by 2024, with healthcare, retail, AEC, education, and location-based VR seeing early traction and expected to continue pushing this market forward.
- Big Data
- Software and Mobile Applications
- Virtual Reality / Augmented Reality
VR boasts a number of features that could be useful for education: it presents environments in 3D, it is interactive and it is able to give audio, visual and even haptic feedback. Presenting learning materials in 3D can be especially beneficial for teaching subjects where it is important to visualise the learning materials. VR allows for a direct interaction with the environment.
- Women & Girls
- Children & Adolescents
- Peri-Urban
- Low-Income
- 4. Quality Education
- Kenya
- Kenya
Our project reach is 20 students per day and 100 student per week. Our 5 years target is meet with representatives from local private and public schools across Kibra slum, Nairobi, Kenya in order to develop mobile educational opportunities.
To Improve Skills More Effectively on learners whom come from vulnerable and disadvantaged communities (urban slums).
Increases the quality of learning and retention by 70-90%.
Enhancing eLearning with a more immersive social experience letting students interact with each other as they would in a real classroom environment.
Able to increase learner’s retention and engagement during and post COVID-19.
Facing challenges such as financial challenges, at Organic ilemba is what makes us to grow strong and skilful but none which are bigger than our will and tenacity to push forward and achieve our ultimate goals.
Acquire mentorship, network and create Partnership so we can able to scale-up our innovation
- Hybrid of for-profit and nonprofit
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Nesphory Mwambai, Chief Executive Officer (CEO), Gilbert kichoi, Chief Technology Officer (CTO), Tabitha Mbuchi Nyaramba, Chief Financial Officer (CFO), Mjomba Majalia PhD. Chief Information Officer (CIO).
Our team is form of majority young individual who have interests, experience and diversions in different industries but brought together by their common love and enthusiasm for the Education and sustainability.
Our success will be inform of partnerships across the board to make this innovation a success. with Key players: BlackRhino VR, Immersive VR Education, Unimersiv, zSpace, Nearpod whom proving online platform services.
The VR headset on E-learning per Learner will be $ 0.30 for an hour, considering the target audience is students in urban slum communities.
Also hire the VR headset for occasions such as Business Education, birthday parties and such occasions. From $5- 9 per hour.
- Individual consumers or stakeholders (B2C)
We offering fee-for-services particularly for more vulnerable and disadvantaged communities students but focuses on providing access to those who couldn’t otherwise afford it.
The outbreak of coronavirus disease (COVID-19) has been declared a Public Health Emergency of International Concern (PHEIC) and the virus has now spread to many countries and territories.The protection of children and educational facilities is particularly important. Our project efforts is to mitigate the immediate impact of school closures, particularly for more vulnerable and disadvantaged communities, and to facilitate the continuity of education for all through remote learning.
- Solution technology
- Funding and revenue model
- Marketing, media, and exposure
We believe getting the right Partners to work on this project is what makes us to grow strong and skilful to push forward and achieve our ultimate goals.
google, oculus ,Mondly VR, Google’s Tilt Brush tools, VeeR VR, AltspaceVR,
Education is one of the categories that will help propel the massive growth of virtual reality over the next five years. this will help us scale to empower our young girls boys in the slum equally to access this great opportunity.
Education is one of the categories that will help propel the massive growth of virtual reality over the next five years. this will help us scale to empower our young girls boys in the slum equally to access this great opportunity.
Education is one of the categories that will help propel the massive growth of virtual reality over the next five years. this will help us scale to empower our young girls boys in the slum equally to access this great opportunity.
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President & Founder