Use virtual reality to show disadvantaged students what fun, productive and supported learning can look like

Virtual and augmented reality can change behaviour (think Pokemon Go), and this behaviour change can be used to break out of a disadvantaged cycle of unsupportive classrooms. Students can use basic VR technology to immerse themselves into a classroom environment that encourages positive learning habits. Users will see that it is possible to push themselves without being judged by their peers and brought down as 'tall poppies'.

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