Labster VR is here: Experience our new VR simulations developed in partnership with Daydream by Google
Since Labster’s co-founder Michael Bodekaer first talked about our VR vision on the TEDx stage in 2015, a lot has happened. Much research, development and testing has taken place, and this month, we can finally lift the curtain to a truly reimagined education experience, developed in partnership with Daydream by Google.
Through the Labster Daydream app, you can now get access to a number of new Labster VR virtual lab simulations, with many more to follow in the coming months.
VR simulations that will change science education
The Labster VR labs have been developed in collaboration with faculty at Arizona State University (ASU) in order to validate the content of the labs and ensure that all learning objectives were met, so that ASU were able to provide full course credit to students using Labster VR simulations as part of their course.
In the fall of 2018, ASU will launch its first fully online biology degree using Labster VR. This degree will consist of 30 Labster VR simulations in cellular and molecular biology, ecology and animal physiology.
Soon students at Roskilde University in Denmark, the University of Texas, San Antonio, McMaster University in Canada, and Roger Williams University, Rhode Island will be using Labster VR as well. Several of these universities will be engaging in research around the use of VR in higher education.
Why Labster VR?
Science students need hands-on time in a lab to master the different skills and techniques they are taught in class. Labster VR offers students access to a realistic lab experience that lets them perform experiments and practice their skills in a fun and risk-free learning environment.
The labs offer a number of opportunities, not available in a regular lab, such as the ability to zoom in and view life science at the molecular level, missions and scenarios that highlight the connection between the lab experience and the real world, and the ability to alter time, so that a student can for example speed up experiments to see results faster, or go back in time, in case they made a mistake and want to redo an experiment.