Futuclass VR is a virtual reality educational platform focused on teaching STEM, especially chemistry and physics, through immersive, gamified experiments and simulations. Instead of learning from textbooks or static diagrams, students use VR headsets to interact with atoms, molecules, chemicals, circuits and physical phenomena in 3D space. The platform aims to make abstract scientific concepts concrete, understandable and engaging by turning them into interactive, hands on VR experiences. Futuclass is designed for both classroom use, with shared headsets and lesson plans, and individual use at home, aiming to make science accessible, safe and fun.
Curriculum aligned chemistry and physics modules
A library of VR lessons covering atomic structure, chemical bonds, reaction balancing, salts, acids and bases, gases and more.
Interactive, hands on virtual labs
Students can hold molecules, build atoms, mix chemicals, balance equations, run reactions, experiment with gases and simulate nuclear processes, all in VR.
Gamified learning and immediate feedback
Lessons built like games, such as assembling salts on a moving conveyor belt or solving reaction puzzles, with instant feedback and quizzes.
Lesson plans and teacher portal
Ready made lesson plans, classroom guidance and a teacher portal to manage students, track progress and monitor performance.
Flexible device compatibility
Supports major 6 degree of freedom VR headsets, including Meta Quest and Pico, allowing seated or room scale use.
Exam and assessment mode
Students can test their knowledge in exam mode to assess understanding, useful for formal learning environments.
Safe and repeatable virtual experiments
Dangerous or resource heavy experiments can be simulated safely, with no chemicals or risk, and repeated many times at no extra cost.
Multilingual and global use
Supports multiple languages and can adapt to different national science curricula, making it usable across geographies.
School chemistry and physics classes
Replace or augment traditional labs with VR experiments, especially where resources or safety are limiting.
Remote learning and home study
Students can study and practise science concepts at home with a VR headset, continuing learning outside class hours.
Supplemental STEM education and tutoring
Use VR to support extra curricular science learning, remediation or enrichment beyond standard curricula.
Vocational and pre-vocational training
Introduce learners to scientific concepts in a safe, engaging way before committing to real world lab work.
Engaging reluctant learners
For students who struggle with traditional teaching methods, VR's hands on and gamified format can boost engagement and motivation.
Inclusive and low resource education settings
VR can democratise access to quality lab experiences even where physical lab facilities are absent or limited.
Science outreach and public education
Use modules to introduce science to wider audiences, such as museums, science centres and after school clubs, in an interactive way.
Schools, secondary and middle school level
Especially those teaching chemistry and physics, seeking safe lab alternatives or wanting to modernise STEM education.
Educators and science teachers
Teachers looking for innovative tools to explain abstract concepts and engage a variety of learners.
Parents and homeschoolers
Families wanting to supplement science education at home with immersive, interactive learning.
Vocational and pre-vocational training providers
Institutions introducing learners to scientific principles before moving to real labs.
Learners who struggle with traditional methods
Students who benefit from interactive or visual learning, or who find textbooks and lectures challenging.
Education NGOs and community programmes
Organisations seeking scalable, safe and affordable ways to deliver STEM education in under resourced areas.
Training centres and informal educators
Museums, science clubs, after school programmes and outreach organisations wanting engaging science experiences.
Devices and environment
- Confirm compatible VR devices, and ensure enough headsets for group classes
- Ensure adequate play or room space, or a safe seated VR environment, for lessons that require movement
- Prepare safety guidelines and hygiene protocols, such as headset sanitisation and supervision, particularly for shared device use
Onboarding and classroom integration
- Guide first time VR users to avoid setup confusion
- Pair VR sessions with teacher led reflection or supplementary discussion
- Ensure teacher access to the Teacher Portal and printed or digital lesson plans to track student progress
- Prepare a backup plan for students without access to a headset
Curriculum and budgeting
- Align VR lessons with class syllabus and learning objectives for coherence
- Plan an assessment and evaluation strategy, pre and post tests or quizzes, to measure learning gains
- Budget for content licences and device maintenance depending on the licence model
