CLASSY Project
Overview
CLASSY (Collaborative Learning Application for School Students) is an innovative e-learning platform that leverages Virtual Reality to create immersive educational experiences. The project was designed to bring advanced technology into classrooms by creating virtual spaces where students and teachers can interact in real-time.
The Challenge
Traditional remote learning often fails to replicate the engagement and interactivity of physical classrooms. Students struggle with attention, and teachers find it difficult to gauge understanding through flat video calls. We set out to solve this by creating a truly immersive learning environment.
Solution
We built a platform that allows:
- Immersive Virtual Classrooms – Using Oculus Rift VR headsets, students enter a 3D virtual classroom where they can see and interact with their teacher and peers.
- 3D Learning Materials – Complex concepts are visualized in 3D, allowing students to explore molecular structures, historical artifacts, or architectural designs from every angle.
- Real-Time Collaboration – Multiple students can work together on virtual whiteboards, 3D models, and shared documents.
- Teacher Dashboard – Educators have a web-based control panel (built with Next.js) to manage sessions, monitor student engagement, and share materials.
Technical Architecture
The platform consists of three main components:
- VR Client Application – Built for Oculus Rift, handling 3D rendering, spatial audio, and real-time synchronization.
- Backend API – Laravel-based REST API managing user authentication, session data, and content delivery.
- Web Dashboard – Next.js application for teachers to manage their virtual classrooms.
Key Features
- Real-time avatar tracking and hand gestures
- Spatial audio for natural conversation
- Support for up to 30 students per virtual room
- Recording and playback of lessons
- Integration with existing LMS platforms
Outcome
The project was successfully deployed as a pilot program in several educational institutions, demonstrating the potential of VR in education and receiving positive feedback from both students and educators.