IRVINE, CA, June 6, 2018 – EON Reality Inc., the world leader in Augmented and Virtual Reality (EON-XR) based knowledge transfer for industry and education, together with Professor Bertil Andersson, the former President of Nanyang Technological University and EON Reality board member, are working together to bring Classroom 3.0, the immersive flipped classroom, and EON-XR to campuses worldwide. Building on the success that Prof Andersson had at NTU with instituting the flipped classroom, Classroom 3.0 leverages immersive technology, such as EON-XR, to accelerate out of class learning and improving the in class discussions, demonstrations, and labs.

Flipped classrooms are the result of changes in technology and how students look for and consume information. The current generation of learners relies heavily on technology and knowledge must be delivered accordingly. By moving lecture material online, substantial ICT support, and a collaborative group setting, the flipped classroom delivers materials in a way that the modern student can absorb it but also allows them to evaluate and distinguish information qualitatively, a key skill in today’s workplace.

Students in Classroom 3.0 are engaged users of technology rather than being distracted by it. The teacher here is guiding a discussion rather than lecturing.

The flipped classroom, while revolutionary in concept, relies on traditional 2D methods of information consumption. By merging the flipped classroom with immersive 3D content, lessons and classroom materials are consumed in the way the brain naturally thinks bypassing the abstract thinking needed to turn words into 3D images. A shift in this direction will improve a students ability to understand areas of study such as Biomolecular structures, Medicine, Anatomy, Chemistry, Atomic structures, Ecological systems, Engineering, Architecture, and Urban systems.

“By bringing together immersive technologies and the advancements we’ve made in classroom structure, I believe we can completely redefine what education is and how the modern student should learn,” said Prof Bertil Andersson, former President of Nanyang Technological University and EON Reality board member. “EON Reality’s SaaS EON-XR Platform provides an excellent way through EON-XR for teachers and subject matter experts to encapsulate their knowledge and then distribute it to their students. By allowing content creation by non-technical users, we can now create the massive amount of content that is needed to make Classroom 3.0 a reality.”

EON Reality’s EON-XR allows non-technical users to create immersive multi-media AR and VR content which holds students’ attention and creates an interactive learning experience.

EON-XR, EON Reality’s SaaS learning and content creation solution, empowers Classroom 3.0 by putting the tools needed to create EON-XR learning modules in the hands of teachers and subject matter experts. With the ease of powerpoint, teachers can create experiential lessons that use audio, video, and 3D models to engage their students and provides a hands on learning experience. Now students can experience their subjects in 3D, a more natural way for the brain to process complex concepts, across a wide variety of subjects.

“Empowering students and trainees to build their knowledge is one of our major goals here at EON Reality,” said Dan Lejerskar, Founder of EON Reality. “Whether these are students in underdeveloped regions, served by the EON Learn for Life Program, or trainees at a Fortune 500 company, to enable these people to learn faster, remember longer, and make better decisions is a way to improve economic performance and help people prepare for the jobs of the future. EON-XR and Classroom 3.0 are helping learners throughout the world deal with the increasing amount of knowledge needed to be productive in the workplace.”

About EON Reality
EON Reality is the world leader in Virtual Reality (VR) and Augmented Reality (AR) based knowledge transfer for industry and education. EON Reality’s success is tied to its belief that knowledge is a human right and should be available, accessible, and affordable for every human on the planet. To carry this out, EON Reality, since 1999, has developed the de-facto standard for Augmented Reality and Virtual Reality based knowledge transfer software that supports devices from mobile phones to large immersive domes. EON Reality’s global app development network, with twenty-two locations worldwide, has created the world’s leading AR/VR library for knowledge transfer with over 7,000 applications. Over 36 million people worldwide have downloaded these applications. For further information, visit