Immersive Learning Experiences in CAVE
The school actively optimizes the learning environment to enhance students’ learning effectiveness. One of its proudest facilities is InnoCAVE, located within the Solomon Science and Technology Education Centre. This classroom-sized immersive learning space, developed in collaboration with the University of Hong Kong, was previously only available in tertiary institutions. To provide students with a unique learning experience, A-School made an exception and built it within a primary and secondary school campus.
Within InnoCAVE, students can explore the world, traverse time and space, and break through the limitations of text and images. Here are some significant use cases of the CAVE:
| Language Subjects |
Inspiring writing ideas through immersive experiences |
| Chinese Language |
Travelling back in time to understand poets’ feelings
|
| Math |
Experiencing the concept of “distance” |
| Science |
Macro World: The Solar System, Tiangong Space Station Micro World: Inside our Body |
| Liberal Arts |
Visiting Chinese historical sites and the community around us |
| Music |
Experiencing the atmosphere of a music piece |
| Visual Art |
Visiting the virtual museum and famous art pieces like the Dunhuang |
Immersive Learning Experiences with VR Headsets
To extend innovative approaches that enrich classroom learning through VR technology, we introduce VR headsets in classrooms as an alternative solution for teachers. In contrast to a group experience in a CAVE, a VR headset provides an individual experience but offers a deeper level of immersion.
A wide range of ready-made content is available on the market. We have subscribed to resources for several subjects, including:
- IS: Earth Science, Micro World, Dinosaur World, Human Body, Aerospace Technology
- LA: Idiom stories, AI-aided historical figures for higher-order thinking training
Students contribute to the VR content
We actively engage students in the creation of VR content. All students in Grades 5 and 6 learn to produce interactive VR/AR experiences using Delightex, allowing them to explore virtual worlds with educational purposes on iPads and VR headsets. Additionally, through our OLE program, students have the opportunity to design large-scale VR environments, enabling users to “walk” through immersive virtual spaces.
Several project-based learning (PBL) groups have developed 3DVR games to enhance their presentations, and the 3D scenes they created received high acclaim from the public, resulting in their selection for broader showcasing. Furthermore, three Grade 6 students developed a VR training system aimed at supporting students with special educational needs (SEN). After winning the Great Bay Area session of the "Do Your:bit" STEAM competition, they refined their system and achieved 3rd runner-up in the Hong Kong ICT Award Student Innovation Award.