ETWINNING VR APP
eTwinning offers a platform for staff (teachers, headteachers, librarians, etc.), working in a school in one of the European countries involved, to communicate, collaborate, develop projects and to be part of the most exciting learning community in Europe. Now, with help of our VR educational app, any company worker will stay up to date no matter what.
Samsung Gear VR
Visual results video
Keeping in touch
eTwinning offers a platform for staff (teachers, headteachers, librarians, etc.) working in schools in the European countries involved in the program. The platform enables communication, collaboration, project development features, sharing. In short, it makes people feel that they are part of the most exciting learning community in Europe. The VR application profoundly supports these assumptions. Furthermore, due to its immersion factor, it is simply memorable.
Voice the company’s educational mission
The client wanted to use VR to help implement the company’s main mission: promotion of education, learning and collaboration across Europe. They wanted us to share information about their activities in a unique and engaging way – by ordering a VR educational app. It was important that the entire experience be a mini-game in which users discover new things and try to enter a mysterious room.
Process and project scope
The VR educational app includes objects that refer to topics of the leading projects implemented by the eTwinning program. The player can interact with them and read information about the projects assigned to them. In the application itself, there is also an escape-room-style riddle. For selected items, there are yellow cards with numbers, which constitute a code for the lock in the door. When all digits are correctly entered, the door lock will open.
While working on the app, we used Scrum methodology with two-week sprints. The client really liked our collaboration process document that matched their way of communication and time requirements.
The application was prepared for the Gear VR device, which is why we decided to implement friendly low-poly graphics so as not to overload the device (which would cause a drop in performance).
Application mechanics had been well documented by the client. An important thing for us was to propose the aesthetics of the VR educational app in order to make it suitable and attractive to program participants.
The level of the riddles also had to be carefully selected so as not to discourage users from further exploration. In addition, we wanted to incorporate elements that would be surprising and visually interesting, like the sea on the ceiling.
The VR educational solution aims to familiarize the player with what the activity of FRSE in eTwinning is about. The app presents sample projects embedded in virtual reality technology. In addition, players have the opportunity to solve a simple riddle that will allow them to open the door and “enter the eTwinning world”.
Geared up for a versatile educational experience
Due to the fact that the application was to be available for as many devices as possible, we decided that the best solution would be to prepare it for Samsung Gear VR and Google Cardboard devices. We prepared the entire app structure using the Unity 3D engine.