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The virtual reality market is to reach $43 billion in the US by year 2028. With the addition of a game development/simulation course at East Lake High School, students will be prepared to enter the market for virtual reality by developing real world programs to use with VR headsets.

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Virtual Reality Developers for the Future

grant photo
School:
East Lake High School 
Subject:
Technology 
Teacher:
Julie Lusk 
 
Christopher Carney 
Students Impacted:
800 
Grade:
9-12 
Date:
August 8, 2021

0% Funded

 

 

Only $10,000.00 Needed

 

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Goal

The virtual reality market is to reach $43 billion in the US by year 2028. With the addition of a game development/simulation course at East Lake High School, students will be prepared to enter the market for virtual reality by developing real world programs to use with VR headsets. 

 

What will be done with my students

Part of preparing students to succeed beyond high school is allowing students to participate in real-world project based learning in an industry of their interest of study. By being a part of the Academy of Engineering at East Lake High, students will have the opportunity to use hands-on, real-world products to create simulations that can be used in the market. Students will be starting in game design/simulation classes as a freshman with the goal of creating a project to showcase their senior year. The gaming industry has grown far beyond entertainment- through practicing customer interaction as a store clerk to performing surgeries in the OR, students can create simulations utilizing VR to practice these skills. Students will be able to create simulations of industry significance that can be used beyond graduation. 

 

Benefits to my students

Students will be able to learn, experience, and enhance their game design skills to develop simulations that can compete in the real-world markets. By having VR headsets in our classrooms, students will be able to utilize these tools to ensure their programs are made with relevance to their goals beyond high school. Since we are launching this course with our freshman class, VR headsets will be used for many years to come.

Students will be able to:
-demonstrate an understanding of the techniques used to evaluate game mechanics, game play, flow, and game design
-understand intellectual property rights, copyright laws, and plagiarism as it applies to creative assets.
-explore methods used to create and sustain player immersion
-understand the core tasks and challenges that face a video game design team
-demonstrate leadership and teamwork skills needed, as it relates to game/simulation development, to accomplish team goals and objectives
-identify and utilize tools and software commonly used in game development
-demonstrate research and information fluency
-investigate career opportunities in the game industry
 

 

Describe the Students

The pandemic has accounted for countless struggles and challenges that many students and teachers had to overcome.
Socioeconomic statuses our students vary as students can attend our academy throughout the county. By having VR headsets and other technology equipment available for use in the classroom, we create equity amongst our learners.

As we are now back in the classroom, engaging students in game design will also enhance their core classes. Coding, programming, and design all skills that accompany their math, reading, and science learning.  

 

Budget Narrative

This total cost is to budget for 30 Oculus Quest 2 headsets that can be shared among many classes. Each headset is about $300 each and the grant is rounded up to $10,000 in addition to any extra service costs. 

 

Items

# Item Cost
1 30 Oculus Quest 2 Headsets $10,000.00
  Total: $10,000.00

0% Funded

 

 

Only $10,000.00 Needed

 

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