Field of Expertise

XR Education

Expertise

I have been working in games for education since 2006, during my BA Hons degree in digital animation I created a digital education game for children and wrote a 1st class dissertation on utilising games for education supported by Professor Howard Gardner the John H. and Elisabeth A. Hobbs Professor of Cognition and Education at the Harvard Graduate School of Education at Harvard University. From this research and my 2 MAs, I have built on this foundation and I am now in my 3rd year of a PhD at the University of Essex. I am writing a children's novel and creating a Virtual Reality game to complement the narrative. I have written degrees in Computer Games development, 3D modelling and Animation and had them approved by the University of Essex and The University of East Anglia. I have been a programme lead and a lecturer in Computer Games Development for 7 years. We have worked on numerous projects with industry one of them a VR aviation simulator for Stow Maries Great War Aerodrome. I have a PGCE and HEA Fellowship. I now work as Immersive Learning Manager at the VR Hive and I find my job inspirational. The VR Hive was built to make a difference to online education by re-inventing e-learning. Through the development of gamified learning utilising cutting edge technology such as VR, AI, cloud computing, cyber security, and 3D intuitive games that are inclusive, accessible, and safe. The team at The VR Hive, and their partners, are leading developers in the field of immersive education with ethical design. Their clients include, NHS, The University of Edinburgh, Suntory, HIE, University of the Highlands and Islands, Lakes College, Scottish Enterprise, Yeovil College and Screen Alliance Wales. The VR Hive’s VR and gamified training improves learning outcomes, reduces training time, and increases employee performance. The VR Hive focus on soft skills because employers say soft skills really matter. They are doing this by building both a platform and educational content that’s accessible from smart phones, tablets, desktops, and VR Headsets. Learners can take risks in VR it’s 4x faster, it’s scalable, the learning has higher completion rates, and performance improvement. Combine this with gamified pedagogy and you have a winning solution. We are partnered with Amazon Web Services (AWS), Nvidia, InGAME, UNICEF and The Data for Children Collaborative, Knowledge Transfer Programme (KTP), Innovate UK and the University of West of Scotland (UWS). We are pushing the boundaries