Sangari Education provides educational solutions that will transform any classroom into the 21st century

In STEM education, we utilize VR to create immersive and interactive learning experiences that enhance understanding and retention of complex concepts. For STEAM education, we employ project-based learning to integrate theory with hands-on projects, making learning exciting and relevant for students. Our teaching philosophy is founded on augmenting teachers’ skills and creating dynamic learning environments where students can thrive.

Hardware 5

The VR content library

Umety’s extensive content library has over 1000+ modules carefully curated to align with educational standards, focusing on STEM subjects, educational tours, and language learning. These modules offer interactive and immersive experiences that captivate students, bringing complex concepts to life. In particular, our STEM modules are meticulously aligned with major curricula from around the world, ensuring that students receive comprehensive and relevant educational content. Designed for 10-15-minute focus, students control their pace while connecting experientially with concepts. 

  • All of Umety’s modules have been designed and structured like a typical lesson, enabling students to have a clear understanding of the goals they will achieve through their engagement with this lesson. Students engage in an interactive and immersive learning experience, where they learn by doing … distraction and judgment-free.

All modules require the learner to actively participate in the learning process.

  • All the STEM Modules include a formative assessment within the VR environment. This assessment provides students with instant feedback on their comprehension of the covered concepts.
  • The results of the assessment are also made available to teachers, providing actionable teaching opportunities based on individual student needs. Learn More:  https://www.umety.com/  


The world's most comprehensive VR education solution for schools.

At Sangari, we believe that VR enhances learning by allowing students to focus on concepts at their own pace, free from distractions and peer judgment. With formative assessments conducted within the VR environment. 

Hardware 6

The Maker’s Red Box.

Navigating today’s workplace, and society as a whole, requires us to make complex decisions, think outside the box and collaborate with others while using a plethora of hard and soft skills. When developing our course materials, our key goal was to equip educators with a core toolset to develop these skills. The competencies were selected based on the insights, findings and recommendations of leading organizations in the education space, including OECD’s Programme for International Student Assessment (PISA), the World Economic Forum and the European Digital Competence Framework (DigComp).

·         Develop future-proof soft and technical skills

·         Contain teaching materials for 32 hours of STEAM activities

·         Help schools utilize edtech tools

·         Use storytelling and role-play to engage children

·         Are accessible for kids with all kinds of backgrounds

·         Are cross-disciplinary, project-, and inquiry-based

·         Let students work on real-world problems

·         Are aligned with IB standards, mapped to the NGSS and the UK National Curriculum

Learn More: https://makersredbox.com

      Designed specifically for the South African syllabus