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VIRTUAL REALITY APPLIED TO SCHOOL EDUCATION

2022-1-ES01-KA220-SCH-0000894142022Cooperation partnerships in school educationfinalized
Countries: ES|BG|FI|DE · Grant: €400,000
Cooperation between educational institutions and businessScience, technology, engineering and mathematics (STEM)Creating new, innovative or joint curricula or courses

Objectives

The VIRION project aims to achieve two key objectives. Firstly, to test and validate an innovative educational methodology that applies virtual reality in secondary schools with students aged 14 to 16. This approach seeks to enhance learning outcomes, especially in STEM subjects, by leveraging immersive technologies that are highly engaging for students. Secondly, the project aims to develop a digital platform (dashboard) with AI (chatbot) capabilities to guide teachers, school managers, policymakers, and content creators in adopting VR effectively in education. Through this portal, users will be able to access VR content specifically created for this project, as well as methodological and technical guidance. These objectives respond to the need for inclusive digital transformation in education, combating early school leaving and low proficiency in basic skills. By focusing on accessible, scalable, and student-centered VR solutions, VIRION also encourages a pan-European approach to innovation in school education.

Background

We applied with VIRION project in response to an urgent need to address the digital gap in education through accessible, immersive technology. Virtual reality is emerging as a key tool for engagement and learning, especially in STEM subjects, where dropout rates—particularly among girls—remain high. However, most schools lack the knowledge, guidance, and affordable resources to adopt it. We also observed a fragmented landscape: no centralized repository for VR educational content, no clear directory of suitable hardware/software, and no unified methodology for its classroom use. VIRION addresses these gaps through a dual approach: developing a practical, scalable VR methodology tailored to students aged 14–16, and creating an AI-based portal to support educators and policy makers. In doing so, we aim to improve motivation, learning outcomes, and digital readiness across Europe. We aim to equip schools with the tools and knowledge to embrace VR as part of future-ready learning.

Project partners (5)