Gamification of Education in VR

Educators in VR vCoaching & Personal Development Team


Rishi Ahuja the Founder & Managing Director of KLIP VR will talk about their philosophy for selecting and developing the content in VR for education that can cater to a large volume of learners at the same time.

Rishi Ahuja's passions on the power of imagination and digital art has thrived since the millennium year 2000. Rishi has been an essence and driving force for over 600 animation projects. Although he graduated from a Business School but his passion towards digital art drove him into an arena of Imagination, creativity and the practical sense of visualisation in short, Animation.

As an entrepreneur for over 20 years Rishi founded Sunovatech in the year 2000 (A B2B Animation production Studio located in London, Dubai, Sydney, Doha and headquartered in New Delhi.

Rishi has excelled his expertise and passion for embedding technology into education, which led to the conceptualization of Klip VR. His aim is to ignite a spark for learning and expanding the horizons of every learner to widen their thinking and knowledge base.

Klip VR was awarded as the Rising VR Company of the Year 2020 by AIXR (The Academy of Extended Reality) in November 2020.

Dana-Maria aka CaptainVR is the Team Leader of the Educators in VR vCoaching and Personal Development team, and she brings her evangelism in using virtual reality for coaching, training, and therapy applications to help people to become the"captain their own lives."

Educators in VR started in AltspaceVR when educators came together to solve their common challenges, and has grown to over 2,500 members from around the world, 16+ Team Projects (special interest groups), and they host over 600 free and paid workshops, training, classes, and conferences annually in VR.

Educators in VR hosts free and paid workshops and classes weekly covering a wide variety of educational topics including workshops on VR, AR, XR, and MR in education in AltspaceVR, ENGAGE, VirBELA, and other social and virtual platforms to support education in VR, AR, and XR.


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