Common Questions
About Our Platform

Quick answers to the most common questions about our immersive learning solutions.
What is Klever VR?
Klever VR is a learning solution that uses virtual reality to help students/professionals experience concepts in an interactive and immersive way.
VR makes learning more engaging by allowing students to “see and do” instead of just reading or listening.
VR can be used for science, math, history, geography, engineering, and even skill-based training.
Yes, students use VR headsets provided as part of the solution to access the content.
Yes, VR is safe when used under supervision and for recommended time limits.
Yes, teachers can guide, monitor, and control what students see during the session.
Yes, Klever provides two trainings a year and support to help teachers use the VR system effectively.
No, VR supports and empowers teachers by making lessons more interactive—it does not replace them.

Yes, content can be customized based on curriculum and specific learning needs.

It can be used in schools, universities, and training centers for different types of learning.

Klever offers a site license, which is issued per school or campus.

Each site license supports up to 50 VR devices.

No, there are unlimited users under one license within the same campus.

No, each campus or school requires its own separate license.

Additional devices can be supported by upgrading or adding another license

Klever provides curriculum-aligned immersive content, including simulations, virtual labs, custom 3D creation, and interactive lessons.

Yes, content can be aligned to local and international curricula.

Yes, the platform supports regular content updates and additions.

Yes, custom VR content can be developed based on specific requirement

Yes, Klever includes a built-in differentiated question bank linked to VR lessons.

It includes MCQs, quizzes, and interactive assessments.

Yes, teachers can add and customize their own questions.

Yes, assessments are designed to match the VR content for better understanding.

Yes, teachers can monitor and track student performance and progress.

Yes, VR can be adapted to support students with special education needs (SEN).

It provides visual, interactive, and engaging learning, which can improve understanding and focus.

Yes, content can be adjusted and simplified based on learning needs.

Yes, VR supports multi-sensory learning, which benefits many SEN students.

Yes, teachers can control the speed and flow of VR sessions to suit individual students.