VictoryVR Education Mission
To revolutionize education to the point that students fight to be first in line for their opportunity to learn
VictoryVR’s Education Purpose
VictoryVR is creating virtual reality science books for students in grades 5-12. Our middle school curriculum (5-8) is available now and our high school suite (9-12) is debuting in the Spring of 2018. Our product is designed for use by school districts, homeschoolers, libraries, museums, and beyond. The VR packages can be viewed with Oculus Rift, HTC Vive, and Windows Mixed Reality headsets.
VictoryVR’s Education Unit Contents
Relying on the Next Generation Science Standards (NGSS) as our model, we are creating original, engaging, and informative content for every one of our science units. We currently have 24 middle school units completed with 24 high school units on the way. Each unit has five VR experiences (240 total) and three assessments per unit. Each unit contains these elements:
- (1 – 2) Virtual Field Trips
- (1) Interactive Game/Learning Activity
- (2) Instructional Stories: VR Comic Book, Theatre experience, or VR Journey
- (1) Teacher Demo/Experiment
- (3) Assessments (connected to the cloud for recordkeeping)
Free VR Science
Have an Oculus Rift or Windows Mixed Reality headset? Jump in and start learning with virtual reality – VictoryVR’s Adventures in Space: Black Holes and Beyond is now available for FREE.
COMING SOON FOR THE HTC VIVE
Want more info on VictoryVR’s virtual reality science curriculum? Just fill out the form below. If you already have an Oculus Rift, HTC Vive, or Windows Mixed Reality headset, please let us know.
Sign up for our VR Education Program by clicking here!
VictoryVR Education Recipe
VictoryVR curriculum units, and the experiences contained within, transport students to a wide variety of places that will deepen their understandings of science: deserts, forests, beaches—even outer space! We provide students with opportunities to explore locations that enhance their learning while we reinforce grade-appropriate science standards in meaningful and memorable ways.
Virtual reality supports the International Society for Technology Education (ISTE) standards by designing and developing digital age learning experiences to facilitate and improve learning, communication and collaboration, creativity and innovation, information and technology literacy, daily attendance, and test scores. VictoryVR’s curriculum is a wonderful compliment to an already technology-rich environment. And if no such environment currently exists in your setting, VictoryVR is an incredible first addition to that goal of building a community of 21st Century learners.
Each of our 24 books generates enthusiasm for learning. We use innovative VR technology to expose students to STEM (Science, Technology, Engineering and Math) careers and applications. Our STEM infusion also allows teachers and parents to determine students’ strengths and interests in these areas, and assist students in long-term decision-making related to coursework and future career opportunities.
VictoryVR stimulates students’ lifelong learning, as well as their curiosity for what’s possible in their world and what impact they may have upon it. By experiencing our VR environments, students are actively engaged, captivated, and excited to learn. Imagining their futures by experiencing the world outside of their local communities is only a headset away…
VictoryVR Education Team
Founder of VictoryVR
Steve Grubbs is the founder of VictoryVR. Steve is the former Chairman of the Iowa House Education Committee and is the son of a social studies teacher. Steve Received his B.B.A in Finance from the University of Iowa, followed by a J.D. in law. Steve is a technologist and entrepreneur having founded three other tech-related companies.
Aaron Smith – Aaron@victoryvr.biz
Director, International Business
Aaron Smith is the President and CEO of Igility Ltd., a holding company, incorporated in 2003, providing direction and leadership over a group of businesses in the information and communications technology (ICT) industry.
Aaron was raised in Toronto, Canada and relocated to Bermuda in 1998 to assume a senior management role in the IBM Bermuda Agency. Before that, Aaron worked for IBM Canada in various sales and marketing positions from 1990 to 1998.
Aaron has served as a Director for several private and publicly-traded organizations including those in the technology, education, financial services and not-for- profit sectors. He is a Commissioner for the Regulatory Authority of Bermuda (RAB) which is thenational regulating body for the telecommunication and energy sectors.
Aaron holds a BSc from the University of Toronto and an MBA from the University of
Rene Gadelha – Rene@victoryvr.biz
Vice President – Curriculum Development
Rene graduated from Radford University in Virginia with majors in English and Psychology, then earned her Master’s Degree in Instruction and Curriculum from Kean University in New Jersey. She holds a permanent teaching license and is a former high school English teacher. After working in public education, she transitioned to assessment development and scoring, item writing, and editing for more than a decade. Her previous employers include Educational Testing Services, College Board, Pearson Prentice Hall, and CTB McGraw Hill. Her last post was as managing editor for a private science curriculum company. Rene also serves on the Iowa STEM Advisory Council.
Mary Greig – firstname.lastname@example.org
Regional Virtual Reality Sales Director
Mary Greig, is a Nebraska native and a 20+ year sales and sales management professional. Her main focus is to expand the Educational Curriculum Platform to schools around the nation.
Wendy Martin is recognized as one of America’s best teachers, having earned one of five nationwide Top Teacher Awards from the Live! with Kelly show in 2012. Wendy’s also the recipient of the Davenport Jaycee’s Outstanding Young Educator Award (2006) and in partnership with her school’s science club, of which she’s the advisor, Wendy earned the Friends of Davenport Award for her contribution toward improvements along the Mississippi River (2005). Wendy has a Master’s degree in Teaching & Learning with Technology and is currently working on her Master’s in Biology through Clemson University. Over her nearly 20 year career as a high school science teacher, Wendy has taught dual credit biology and anatomy courses, environmental science, earth science, zoology, and genetics.
Sam is a graduate of Western Michigan University in Kalamazoo, Michigan. He has served as a congressional staff member, a public policy analyst for a STEM-related trade association, and a member on the advancement team for Purdue University’s College of Engineering. Along with a strong writing background, Sam brings a breadth of experience in strategic direction and management to the VictoryVR team.
Virtual Reality Director
Briana graduated with her Web Design and Interactive Media degree from The Art Institutes International. She has worked with Victory Enterprises on the growing VictoryVR division since the start. Briana manages the technical team that will develop VictoryVR’s “NextGEN Science Experience Curriculum Supplement” and other future applications.
Kevin is one of the initial members of the burgeoning VictoryVR division within Victory Enterprises. He graduated from St. Ambrose University in 2013 with a Major in Art with a concentration in Graphic Design & a Minor in Marketing. Kevin brings his knowledge of project management and UI/UX, print Media, video editing, and creative content creation to VictoryVR.
Writer and Voiceover
Jim Kent studied Theatre at the University of Minnesota before entering the world of Voice Over. Though still new to the industry, he has worked in a wide variety of fields, including audiobook narration, anime dubbing, radio commercials, and even voicing a teddy bear. His main role with VictoryVR is in writing and recording the Theater segments.
Have a question? Ask us here: