VICTORIA, AUSTRALIA — Sept. 12, 2019
Australian students will be awarded Knowkens for completion of learning objectives achieved using a range of immersive technologies, including Virtual Reality (VR), Augmented Reality (VR), Minecraft VR, and eSports (electronic sports).
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.
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.
Millions of Learners Worldwide
Immersive Education Initiative, the world's foremost experts in immersion and immersive technology, 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.
Collaborators and Summit speakers include faculty, researchers, graduate students, and executives from the world's leading academic and cultural organizations, universities, and companies, such as United States Department of Education, United Nations, NASA, Smithsonian Institution, Harvard University, Massachusetts Institute of Technology (MIT), MIT Media Lab, Stanford University, UCLA, Google, Microsoft, Intel, Disney, Gates Planetarium, United States Department of the Interior (DOI) National Park Service (NPS), Italian Ministry of Education, Royal Institute of Technology (Sweden), Sorbonne University (France), Keio University (Japan), Nippon TV (Japan), National University of Singapore (NUS), University of Glasgow (UK), European Learning Industry Group (ELIG), Università degli Studi di Padova (University of Padua, Italy), University of Barcelona (Spain), Italian National Research Council (Consiglio Nazionale delle Ricerche) and many more world-class organizations.
To learn more visit http://ImmersiveEducation.org