A computer-implemented method provides an educational environment in a
virtual reality setting. Individuals navigate a virtual reality campus by
using an avatar to interact with other users and to engage in learning
experiences in the virtual setting. Individuals complete projects in
virtual reality by accessing educational materials in electronic format
and communicating with one another via text-based chats and real time
audio. The virtual reality campus emulates a physical campus by providing
meeting spaces and work areas where students spontaneously share
information and complete pre-planned tasks. An electronic database tracks
biographical and educational information about each user, that user's
progress in achieving study goals, and the deliverables that the student
produces to fulfill requirements of virtual instruction. The database
also links to other systems, such as a registration database, so that the
student's entire learning experience on both a physical campus and in
virtual reality can be conveniently accessed electronically.