Australian school expands Knowledge Token incentive and reward program

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Australia Immersive Education Club image

 

VICTORIA, AUSTRALIA — September 12, 2019

Australian school expands Knowledge Token digital incentive and reward program

The Immersive Education Initiative today announced that Wooranna Park Primary School (Wooranna PPS), located in Victoria, Australia, has expanded its Knowledge Token ("Knowken") incentive and reward program through the school's Immersive Education (iED) club.

Australian Immersive Education Club photo

The Australian students will be awarded Knowkens for the successful completion of learning objectives achieved using a range of immersive technologies, including Virtual Reality (VR), Augmented Reality (VR), Minecraft VR, and, most recently, eSports (electronic sports) via Australia's eSports education academy.

The Knowledge Token, or Knowken, is a digital incentive, participation and reward token that is awarded to learners in exchange for intellectual achievements.

Knowkens may be used to pay for VR headsets, 360 degree VR cameras, VR and gaming graphics cards (GPUs), iPhones & iPads, computers, Minecraft accounts & servers, video games, and more.

A member of the Immersive Education Initiative since 2014, Wooranna Park Primary School gained early access to Knowledge Token designs, architecture and operational mechanisms in 2018 in anticipation of expanding its use of the digital token incentive and reward program this year.

Led by Wooranna PPS teacher and iED Club guide Kieran Nolan, the Australian Immersive Education program expands the Knowledge Token collaboration established last year between the school and the Immersive Education Initiative.

 

Press Contact

Barbara Mikolajczak
Immersive Education Initiative
http://ImmersiveEducation.org
barbara.miko@ImmersiveEducation.org
+1 (617) 997-1017

 

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Thousands of Members Worldwide

The Immersive Education Initiative is a non-profit international collaboration of educational institutions, research institutes, museums, consortia and companies. The Initiative was established in 2005 with the mission to define and develop standards, best practices, technology platforms, training and education programs, and communities of support for virtual worlds, virtual reality, augmented and mixed reality, simulations, game-based learning and training systems, immersive teaching and immersive learning platforms, and fully immersive environments such as caves and domes.

Thousands of faculty, researchers, staff and administrators are members of the Immersive Education Initiative, who together service millions of academic and corporate learners worldwide.

Chapters support the rapid and continued growth of Immersive Education throughout the world, and constitute the geographically distributed structure of the organization through which regional and local members are supported and enriched. Chapters organize officially sanctioned Summits, Days, workshops, collaborations, seminars, lectures, forums, meetings, public service events and activities, technical groups, technical work items, research, and related activities.

To learn more visit http://ImmersiveEducation.org

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