The implementation of the project was an integrated approach by the partners involved. However, the activities were divided into different work packages with changing responsibilities. In addition, there were different focal points over the course of the project, from the basic work in the first phase, through the development of the VR apps and testing at the participating partner schools, to the dissemination of the results. Our approach is described in more detail below:
Coordination of the VIRION Project
VIRION is a project designed to integrate Virtual Reality into education, promoting inclusion, diversity, and accessibility while enhancing interactive learning. A structured coordination system ensures effective management, quality control, and goal achievement.
The project implements a systematic evaluation process, integrating both internal reviews and external assessments to measure progress. Continuous meetings, including bi-monthly general meetings, enable the early detection of issues and the implementation of targeted solutions. Each partner appoints a local coordinator and a dedicated team to oversee operations effectively. To ensure clarity and efficiency, a management guide is developed, detailing financial regulations, deadlines, and expenditure procedures.

Mapping VR in School Education
As an Erasmus+ project, VIRION is intended to play an important role in advancing VR in the field of school education, particularly in the STEM disciplines. Of course, this can only be done taking into account the existing situation of VR content and knowledge about the development of VR in the school sector. All VIRION partners were therefore initially intensively involved in the project in a basic evaluation of VR in school education, styled as mapping. This included interviews with experts, a review of scientific and other literature and a structured survey of activities in the field of VR such as producers, provider platforms and VR content, particularly for the STEM sector.
On the one hand, this mapping served internal purposes, as recommendations for the design of the VIRION VR Apps were partly developed based on the research conducted. It is also intended to inform the public, and in particular teachers and other decision-makers in the education sector, about the status of VR in the education sector. The results of the work are available on the VIRION website, in particular in the White Book and in the Report on the Mapping on VR in School Education. Additionally, the Whitebook contains the chapter The Future of the Classroom, where we have summarized our future-oriented findings and ideas in the form of a scenario-style mission statement.
Researching School Needs Regarding CV
A comprehensive survey conducted across 12 schools in Bulgaria, Finland, Germany and Spain, has provided valuable insights into the requirements for integrating VR into school curricula. The study encompassed 12 schools, ranging from general education to vocational training institutions, with student populations varying from 100 to over 1,000.
The research revealed that while there is strong interest in incorporating VR technology, particularly in STEM subjects (83%), most schools are only partially equipped with the necessary infrastructure. Teachers unanimously expressed the need for additional training to effectively implement VR in educational settings (100%). Notably, Mathematics, Science and Digital Technology emerged as the subjects with the highest interest in VR integration.
Several challenges were identified. These include the need for comprehensive teacher training, concerns about equipment management in large classes, and questions about integrating VR with existing curricula. Schools also highlighted practical considerations such as storage solutions and the necessity of developing specific instructional methodologies for VR-based learning.
The findings suggest that while educators recognize VR’s potential to enhance visual learning and student engagement, successful implementation will require addressing both technical infrastructure needs and pedagogical preparation. This research provides valuable guidance for developing targeted solutions that align with actual school requirements and capabilities.
Development of the VR Apps
PREMIUM CINE has been in charge of developing of VR content, specifically the production of four VR applications for each subject involved in the project (Maths, Biology, Chemistry and Physics).
This process has encompassed from script development to the selection of scenarios, objects and student interactions within the applications. Additionally, they have handled the configuration necessary for downloading and running these applications on META QUEST 2 VR glasses. They have also developed the mechanisms and instructions required for free download through the web portal. Furthermore, they have prepared marketing materials, including logos, images, short videos and texts, to support communication efforts across the web portal, social media and dissemination activities.
Educational Portal Using AI
The project disseminated the results of the various stages of VIRION’s work, such as the VR apps developed, the results of the mapping and the user tests in schools, in various ways, particularly as part of our dissemination strategy (see below), which also includes this project website with its news and blog section.
In order to meet its goal of supporting decision-makers in the education sector in getting started with virtual reality for the school sector, the functions of the VIRION portal will also be available under the VIRION domain, including the availability of the VIRION work results, a database for the structured results of the mapping and a chatbot with which interested parties can gain innovative, low-threshold access to the findings of the project.

Face to Face Training
The Face-to-Face training took place in Madrid, where 14 teachers from Spain, Bulgaria, Finland, and Germany were trained to integrate Virtual Reality into education. Over four days, participants tested the VR applications developed by the project and explored ways to incorporate this technology into their classrooms to enhance teaching and student engagement.
The program featured hands-on workshops, team-building activities, and discussions to strengthen VR expertise and share strategies for overcoming obstacles. The goal was to equip educators with VR skills, foster collaboration between schools, refine project methodologies, and enable teachers to train others within their institutions.
Piloting Sessions at Each School
A study was conducted using a questionnaire designed to evaluate VR technology for the project. The tests took place between May and September 2024 in 12 public schools (three per country) across Spain, Finland, Germany, and Bulgaria. Each country had 15 VR headsets, ensuring equal access and fair comparisons. Sessions were held in small groups of 25 students, following a structured protocol. Half of the students used the VR tool while the rest waited, preventing overuse.
The study collected 2,043 surveys, with participants having an average age of 15.12 years. Among the key findings, participants generally responded positively to the VR materials, particularly regarding design, playability, and interactivity. Ease of use and navigation also received good ratings, while attention and relevance scored slightly lower.
Although overall satisfaction was high, some gender-based differences were observed. Design-related aspects received the most positive feedback, but concerns about dizziness were raised, as one specific question on this issue stood out with significantly lower results.
This study, together with the teacher surveys, formed the foundation of the project’s White Book, a comprehensive document that compiles and expands on the key research findings and achievements.
Creation of the eTwinning Project titled VIRION
The Bulgarian partner, “Tsar Simeon Veliki” Secondary School, led the creation of the eTwinning page to support the project. Through VIRION’s TwinSpace, teachers and students work together in a secure online environment to create VR-based lesson plans for Mathematics, Biology, Chemistry, and Physics. The platform provides a variety of resources to support international collaboration.
The project’s impact goes beyond the Erasmus+ program, as new schools can continue joining the eTwinning network even after the project ends. This ensures its long-term sustainability and helps build a growing community of educators committed to integrating Virtual Reality in education.

Dissemination
Efforts have been directed towards the effective dissemination of VIRION’s objectives and findings to both the scientific community and the general public. To achieve this, a comprehensive dissemination plan has been developed, including the creation of a project website. This platform serves as a central hub, providing access to project information, updates and events.
Throughout the project, 32 events have been organised, bringing together educators, students and other stakeholders. More than 2,000 individuals have been reached. These events have offered opportunities to experience VR technology firsthand and gain deeper insights into the project’s goals.
In addition, social platforms —specifically Instagram and X— are being used to share project milestones and achievements, thereby enhancing visibility and extending outreach beyond academic audiences. The project has also been featured in various media, including specialised educational newspapers aimed at educators.