Research on the inspirit VR curriculum has shown that VR has higher learning effects over other teaching aids in the classroom: both digital and textual. We studied around 350 high-school freshmen and conducted a control experiment on the use of our cellular biology VR curriculum.

  • Students displayed almost a full letter-grade gain in subject knowledge (over the control) when they use our VR content for only 30 minutes to revise concepts right before a test. This knowledge boost is not seen with non-VR content reinforcement methods.
  • Interest and involvement levels rose by around 22% in all cases.
  • Student confidence levels also saw an average increase of around 20% over all other digital aids used in the classroom.

Take a look at our technical report summary from our recent pilot experiment in the USA where we had ~300 high school students use our VR biology content. (Journal publication + design patent in progress.)


We research the various ways in which VR can foster engagement and empathy around topics on ecology, environment, and society, as well as sensitive topics. In the past, we have designed experiments where we have studied how students use our VR content to engage with hunger and homelessness, respect towards public places, poverty, pollution and sensitivity towards the environment, and stories on refugees in North America.

We have found that our VR content supports in the breaking down of stereotypes that are implicit or explicit. Our content has shown to drive changes in attitudes about people and places, and stimulate greater action-taking behavior in day-to-day life. (Journal Publication in progress.)



Throughout the year, we organize numerous design thinking and co-design workshops with large groups of educators and learners to design VR content that is situated within the context of a school's curriculum standards and a teacher's lesson plans.


As a VR research company, we have a global presence. We have worked with corporate and non-profit educational organizations to co-design and assist the integration of VR-enhanced curricula into existing workflows and practices. We are grateful to all our research partners for their support.