Best use of VR in Education and Training

Submission Deadline:

1st May 2017 (Must be consumer ready by the 1st June)

Awarded to companies or individuals who have demonstrated practical and innovative uses of VR in education and training. This applies to any industry that has used VR to aid in experiences, videos, games and more (providing it has a positive educational use). Must be beyond a concept phase and have real life case studies.

  • Retention
  • Innovativity
  • Educational Impacts
  • Training practicality
  • Implementation
Secure Tickets