ICEF Media Virtual Reality

Attract students with interactive virtual reality experiences


ICEF ICEF Solutions ICEF Media Virtual Reality

Empty classrooms and corridors do not sell schools. Students and their stories sell schools. ICEF Media has 15 years of experience helping schools tell the right stories. We are leading the field by embedding “interaction points” into our virtual reality experiences. These allow viewers to choose to “talk” with other students in the school, join a social activity, or even participate in interactive lessons. ICEF can also help distribute virtual reality experiences to its agent network.

What is Virtual Reality (VR)?

Virtual reality (VR) is a three-dimensional, interactive, computer-generated environment. Viewers are immersed in a virtual world where they are able to manipulate objects or perform a series of actions.

  • Virtual tours keep people looking at a website 5 to 10 times longer (Panomatics)
  • Surveys show that schools with virtual campus tours obtain yield-rate increases of 28% (Data by YouVisit)
  • A hotel website with a 360 virtual tour and interactive media receives 40% more views than a competitor’s site that is lacking media (Source: Pew Internet Life Study).

Why VR?

  • Immerse yourself Put potential students in your class and on your campus. Let them, and their families, experience your institution without getting on a plane.
  • Psychology of decision-making When immersed in VR people feel strong emotions, enabling them to build trust quickly. This reduces the amount of time it takes for a student to commit to your institution.
  • Grow your student enrolments Institutions that have VR experiences on their website see a 22% increase in applications (Data by YouVisit).
  • Affordable distribution Advances in technology mean that VR headsets are now portable and affordable. In 2018, there were 171 million active users of VR, the majority aged 15-21. VR is not the future - it is the present.
  • Future-proof and flexible Existing marketing content, such as videos and brochures, are embedded in the experience and can easily be changed and updated as your institution grows.
  • Student welfare VR is not just a tool for student recruitment. Allowing students and their families to experience a school in VR greatly reduces pre-departure and arrival anxiety, for students and their parents!
  • Use in your school Orientation events, the info desk, accommodation office, live classes, career counselling: VR is just as useful for students that are already studying with you!

Reach your audience

ICEF Media offers a simple solution to access the content anywhere, anytime, on any device.

You can send VR goggles to your key agents, allowing them to showcase your campus to students and their families. You can also use VR goggles at student and agent fairs, and even in your school for converting walk-in inquiries.

Smartphones can be used to view 360° videos uploaded to social media and YouTube. In addition, using WebVR makes your VR experience accessible from your website.

With just a few simple steps (download a small app and enter the provided code) your VR experience can be viewed in:

VR goggles offer a fully immersive 3D experience.

Cardboards allow students a similar experience using their smartphones.

ICEF Media app replicates the experience as a 360º video.

WebVR allows you to offer the experience directly from your website.



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