How Optima used VR education to transform learning beyond the classroom
THE RESULTS
Transformative results in immersive education
Using Meta Quest headsets, Optima delivers transformative results in immersive education. Students in its online academy display accelerated academic progress, while teachers benefit from an improved work-life balance, fostering a supportive environment for diverse needs. The programme's impact is global, with headsets deployed in Puerto Rico and Mexico and used to support students displaced by conflict, such as in Ukraine.
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The challenge
About the company
Industry
WHY MR
Why Meta
For Vincent, Meta Quest headsets and managed solutions were foundational for Optima's approach: "This all started with Meta Quest, and we've been with Meta every step of the way. Meta has just done a fabulous job."
This partnership and the features of Meta Quest provided key advantages for Optima's work:
Accessibility – Optima needed a solution that could be easily managed and used by families, including those less tech-savvy.
Ease of use – The intuitive nature of Meta Quest helped ensure broad adoption and comfortable use for students and teachers alike.
Partnership – Direct collaboration with Meta helped Optima develop robust headset management features for a smooth educational experience.
Vincent Jordan,
Chief Technology Officer,
Optima
The solution
Working closely with Meta, Optima designed a collaborative VR environment where students and teachers could meet daily in Meta Quest headsets.
Unlike many single-user VR platforms, Optima emphasises shared experiences. And Meta Quest provided a useful solution: students could high-five, hug and interact with each other and their teachers in a dynamic virtual space. This collaborative approach boosted engagement and learning retention – rather than passively receiving information, students could actively participate in lessons.
Beyond live classes, Optima developed a range of learning tools. They created immersive experiences, such as a Lord of the Flies adventure, where students crash-land on an island with their classmates. They also developed conversational AI characters, enabling students to interact with historical figures and literary characters before diving into learning materials. As Vincent Jordan, Optima's Chief Technology Officer, says, "After the children did [Lord of the Flies], they got their copies of the book and read straight through it. They couldn't put it down after experiencing it in VR."
A VR classroom for every need
For neurodivergent students, who make up 60% of Optima's students, the VR environment offers transformative benefits. 3D reading makes texts accessible through holographic teachers for students with dyslexia and dysgraphia. It also provides a space for students who struggle with social interactions or phobias, allowing them to confront their fears in a safe and supportive virtual setting. Additionally, children undergoing medical treatment are able to join classes remotely and interact with classmates. This approach helps students with diverse needs flourish – in ways that a physical classroom often can't provide.
From the teacher's perspective, the VR learning environment offers advanced classroom management tools – from calling students to lessons, to controlling noise levels of disruptive classes. Remote teaching also means educators benefit from an improved work-life balance.
Bridgette Hudak,
Marketing Director,
Optima