VR in education — a working classroom, not a box of headsets

EpicVR builds educational VR apps and supplies the labs that run them: twelve titles across science, health, logistics, trades, aviation and energy, all on standalone Meta Quest 3S headsets. One headset serves two or three students on rotation, a session lasts fifteen to twenty minutes, and the teacher gets a report. We deliver to schools, colleges and university labs across Europe remotely, in English.

See pricing What’s inside

In short

  • What: twelve ready-made educational VR apps, plus hardware, teacher training and the lesson structure needed to timetable them.
  • Who for: international schools, vocational and technical colleges, university teaching labs, training centres without a workshop.
  • How a class runs: one headset per 2–3 students on rotation, 15–20 minute sessions, English UI, lesson scenarios, a report per student.
  • Curriculum fit: STEM (chemistry, biology, anatomy, ecology), health and first aid, logistics, trades and services, aviation, renewable energy.
  • Evidence, cautiously: PwC’s 2020 enterprise study reported VR learners training up to four times faster than in the classroom and around 275% more confident — corporate soft-skills training, not school science.
  • Price: apps from €1,250 net per station, lifetime licence; headsets €300; classroom packs from €3,700 net, excl. VAT.

Why VR in education stalls — and what makes it stick

Failed VR projects in schools look identical: a grant arrives, headsets are ordered, a launch photo is taken, and eighteen months later the case sits in a cupboard with flat batteries. The hardware was never the problem. What was missing was content mapped to what the teacher has to teach, a format that fits a 45-minute period, and someone trained to run it.

Immersive learning works where it replaces something genuinely hard to do otherwise: a student cannot safely set fire to a solvent, practise on a real patient, take a forklift for thirty repetitions or open a wind-turbine nacelle on a Tuesday morning. Virtual reality in the classroom earns its place in those gaps and nowhere else — which is why we recommend it for fifteen to thirty per cent of lesson time.

You also do not need one headset per student. With one headset per two or three students, groups rotate through a 15–20 minute session while the rest work on the linked worksheet — one in the headset, one watching the cast on screen, one writing up. Headsets arrive pre-configured; the teacher picks a scenario from a simple panel. Exam modes produce a report per student, and every app ships with English narration and English lesson scenarios — objectives, rotation schedule, assessment criteria.

The catalogue: twelve educational VR apps

Every title is our own IP and runs standalone on Meta Quest 3S. Prices net, per station, lifetime.

Science and STEM

VR School — Chemistry & Biology (€1,250): pH testing, solutions and reactions no school would run on an open bench. Anatomy VR (€1,250): six body systems in interactive 3D with a quiz mode. EcoMission (€1,250): waste sorting with hand tracking.

Health and first aid

First Aid VR — basic (€1,250): CPR 30:2 with measured compression rate and depth, AED, recovery position, wound dressing. Extended (€1,750): adds bleeding control, bag-valve mask and office, road and train scenarios.

Logistics and warehousing

Logistics Process Simulator (€1,250): a 1:1 warehouse — goods-in, scanner picking, pallet wrapping, trailer inspection, exam mode. Forklift Operator (€1,250): controls mapped 1:1, three environments, exam mode checking seatbelt, handbrake and observation when reversing.

Trades and services

VR Specialist (€5,000): eight professions with hand tracking — dental hygienist and assistant, sterilisation technician, massage therapist, care assistant, beauty technician, occupational therapist, florist.

Aviation and energy

Flight Crew — three cabin-crew modules: cabin service and fire on board at €1,250 each, emergency landing with the 90-second evacuation drill at €2,500. Energy Engineer of the Future (€3,000): wind turbines, photovoltaics and heat pumps, domestic installations, DC/AC motors.

VR lab vs a real workshop vs video and e-learning

 VR labPhysical lab or workshopVideo / e-learning
Hands-on repetitionsUnlimited — no consumables, no wearLimited by equipment and supervisionNone
SafetyNo chemicals, machinery, height or patientReal risk, supervision ratios, insuranceNo risk, no practice
Cost per studentA €1,250 lifetime licence used by 200 students is a few euros per headEquipment, consumables and refurbishment every cycleLow, but buys recall not skill
RoomAny classroom, 2 m × 2 m per stationDedicated room, fixed capacity, booked aheadAny room
AssessmentExam mode with a per-student reportTeacher observation, practical examQuiz score
What it cannot doReplicate exact tactile force and weightScale beyond the machines you ownBuild any physical skill

Pricing: three classroom packs

Licences are perpetual and tied to the device; one station is one headset. All prices net, excl. VAT.

PackWhat’s in itBest forPrice
Starter classroom4 Meta Quest 3S headsets + 2 app licencesOne department testing immersive learningfrom €3,700
Standard lab9 headsets + charging case for 9 + 4 app licences + teacher training dayA school timetabling VR into science, health and careersfrom €9,475
Vocational lab15 headsets + 2 charging cases + 4 app licences + teacher training dayA college lab teaching a full class in parallelfrom €12,425

The maths, so you can rebuild it: headset €300, charging case for 9 headsets €1,150, app licence from €1,250 per station, teacher training day €625. Starter = (4 × €300) + (2 × €1,250) = €3,700. Standard lab = (9 × €300) + €1,150 + (4 × €1,250) + €625 = €9,475. Vocational lab = (15 × €300) + (2 × €1,150) + (4 × €1,250) + €625 = €12,425. “From” prices assume €1,250 apps; VR Specialist (€5,000), Energy Engineer (€3,000), Flight Crew emergency landing (€2,500) and extended First Aid (€1,750) sit above. Running one app on more stations costs one licence per station, 10% off from the third. Support and updates 12 months, extendable to 24 for €375 per headset.

Rollout — remote, five steps

  1. Consultation. 30 minutes online in English. You describe subjects, year groups and room; we say which apps fit and which do not.
  2. Pilot. A trial licence on your headset, or a pre-configured one shipped to you, so teachers run real lessons before any decision.
  3. Specification and quote. We write the technical specification for your procurement or grant file — station counts, hardware, licence terms, warranty.
  4. Delivery. Headsets arrive pre-configured. Licence codes are emailed; redemption takes about fifteen minutes per device.
  5. Teacher training. A day, remote or on site, for 2–5 teachers: rotations, reports, hygiene, troubleshooting. Then a review after the first month.

International delivery. None of this requires us to be in your country. The apps run standalone on Meta Quest 3S — no PC, cables or server — so we ship pre-configured headsets anywhere in the EU and the UK, or issue licence codes for hardware you own. Training, lesson scenarios, documentation and helpdesk are in English; we invoice in EUR from Kraków, VAT under the reverse-charge rules for EU institutional buyers. Where public procurement applies, we supply the specification and declarations your governing body needs.

Case studies

Three labs, three different buyers

A research university, a vocational college buying through public tender, and a life-sciences university fitting out a headset fleet.

University · Adam Mickiewicz University

VR Empathy Lab — ageing and disability simulator

Challenge: Let students and staff experience, rather than be told about, what reduced mobility, impaired vision and ageing do to everyday tasks.

Solution: A VR empathy laboratory built with the university — simulations of ageing and selected disabilities.

Result: Results are held by the client and available on request.

Read the case study →

Vocational college · ZS CKU Konin

A 15-station logistics VR lab, bought by public tender

Challenge: Equip a logistics classroom so a whole class could practise at once, funded by grant and procured under public procurement law.

Solution: 15 VR headsets plus two applications licensed across all 15 stations — forklift and warehouse transport, and warehouse process operations.

Result: In use since 2025; teaching outcomes are reported by the school.

University · Poznań University of Life Sciences

25 standalone headsets with tailored software

Challenge: Build a fleet large enough for full teaching groups, with software matched to the curriculum rather than off-the-shelf demos.

Solution: Delivery in 2025 of 25 standalone VR headsets, configured for classroom use and loaded with software tailored to the faculty.

Result: Results are held by the client and available on request.

Your company

Your rollout could be next

30-minute online demo, a quote for your number of stations and a pilot plan.

Book a demo

When not to use VR

  • When the subject is discussion, writing or argument. Literature seminars and language conversation gain nothing from a headset. VR is for procedures and situations you cannot stage safely.
  • When nobody on the staff owns it. A lab with no named teacher timetabling sessions and reading reports stops being used by the second term.
  • When a real workshop has spare capacity. If students already get thirty supervised hours on the actual machine, buy consumables, not headsets.

FAQ

Are the apps in English?

Yes — English interface, narration, lesson scenarios, documentation and helpdesk. Other language versions can be produced for larger deployments.

What age are the headsets suitable for?

Follow the headset manufacturer’s age guidance — we do not deploy below it. Content-wise, science, ecology and anatomy suit lower-secondary groups; vocational, aviation and extended first aid titles are written for upper-secondary and above.

How do you handle hygiene when a headset is shared?

Wipeable silicone face interfaces, plus disposable or washable face covers where one device rotates through a class. Wipe interface and controllers between users — a few seconds during the rotation.

Do the headsets need Wi-Fi?

Only for activation and updates. Lessons run fully offline once the apps are installed, which matters in schools with congested networks.

Can our IT department manage the devices centrally?

Yes — standard Meta device-management tooling and third-party MDM platforms used for kiosk-mode deployments, so IT can lock each device to the approved apps, push updates and wipe or re-enrol it.

Is the licence per student or per device?

Per device, and perpetual. One licence covers one headset and any number of students using it on rotation. More stations of the same app means one licence each, 10% off from the third.

What about updates after we buy?

Compatibility updates follow headset firmware, so a lifetime licence stays usable. Updates and helpdesk for 12 months, extendable to 24 for €375 net per headset. No renewal fee.

Can we trial it before committing?

Yes: a 30-minute online demo, then a trial licence on your headset or a pre-configured one shipped to you, so teachers run real lessons with real students.

How many headsets does a class of 30 need?

Four covers a class across two lessons; nine to twelve clears a scenario in a double period; fifteen gives a full class in parallel with a spare.

Tell us your subjects and we will spec the lab

Send the year groups, subjects and room you have in mind. You will get back a proposed app selection, a costed configuration for your station count and a date for a free pilot — all online, in English.

Prices are indicative net figures as of September 2026 and do not constitute an offer. EpicVR S.A., Kraków, Poland.