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.

 
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