The iXRLabs STEM VR App brings interactive, curriculum-aligned learning into the classroom. 74 mapped modules across Biology, Chemistry, Physics, and Engineering let students aged 13–18 explore scientific concepts, lab processes, and applied systems in immersive 3D — on any major XR headset, or in a browser with no headset at all.

Every module is mapped to school-level learning outcomes and built for short, teachable sessions. Teachers move between biology, chemistry, physics, and engineering without changing platforms, hardware, or lesson routines.

33 modules — human body systems, dissections, cell division, genetics, plant science, and microbiology. Rat, Prawn and Earthworm Dissection, Meiosis and Mitosis, Photosynthesis, Extraction of DNA, Blood Group Test.

11 modules — quantitative analysis, separation techniques, and instrumental methods. Titration, Thin Layer and Paper Chromatography, UV, IR and NMR Spectroscopy, Stereochemistry, Beer-Lambert Law.

15 modules — optics, waves, electronics, and mechanical measurement. Michelson's Interferometer, Newton's Ring, Diffraction Grating with He-Ne Laser, Millikan Oil Drop, Hall Coefficient, Transistors, CRO.

15 modules — power generation, machines, and civil structures. Thermal, Nuclear, Hydro, Solar and Wind Power Plants, Steam Turbine, Induction Motor, Centrifugal Pump, UTM, Bridge Construction.
One licence, one application, and a complete mapped module library — nothing to assemble, and nothing left for teachers to build themselves.
Across Biology, Chemistry, Physics, and Engineering, each mapped to a defined learning outcome.
Designed to support school-level STEM learning outcomes and slot into existing schemes of work.
Students explore concepts, systems, experiments, and models in immersive 3D rather than watching them.
For demonstrations, concept reinforcement, pre-lab preparation, and student-led exploration.
The complete list as it ships on ClassVR, grouped by subject. Each module is a self-contained experience with its own learning outcome, apparatus, and guided steps.
Every module is one of four kinds of learning experience — a manipulable 3D model, a repeatable experiment, a full simulation, or a walkthrough of a real industrial site. Below is a sample of the library.







Browse the full iXRLabs module list — 500+ modules across schools, further education, and higher education.
Modules are short, self-contained, and teacher-controlled, so a headset session fits inside a normal period rather than replacing it. Faculty keep leading the lesson; the VR module carries the part that is hard to show on a whiteboard.



The STEM VR App is not tied to one device or one vendor. Schools run it on the headsets they already own — and on laptops, desktops, and Chromebooks for classes without headsets, revision, or remote learning.
Any major 6DoF XR headset — Meta Quest, Pico, HTC Vive, ClassVR Xcelerate, and more.

The same modules in the browser, no headset needed.
Abstract science is the hardest thing to teach from a textbook. Immersive modules give students a place to stand inside the concept — and give departments a repeatable, safe alternative to equipment they cannot buy or cannot risk.
If headsets are already in the building, the STEM VR App is a content decision rather than a hardware project — and if they are not, the browser version starts today.
EduverseSTEM is ClassVR’s own STEM content offering, and the iXRLabs STEM VR App is one of the specialist apps available within it. ClassVR provides the platform, the headsets, and the classroom management; we build and maintain the modules. Schools already running ClassVR can add our app to an existing deployment, while schools on other headsets licence it directly from us.


6DoF headsetsClassVR owns the platform, the hardware, and EduverseSTEM. We own the STEM VR App and the modules in it, offered through EduverseSTEM as specialist science and engineering content.
Push the app to every headset in your fleet from the ClassVR Portal, rather than setting up each device by hand.
Pick the module that matches the lesson objective and run it as a demonstration, a pre-lab, or an exploration task.
Our app is one part of it — see the complete EduverseSTEM offering from ClassVR.The questions science leads, IT, and procurement raise most often before a deployment.
It is a single application containing 74 curriculum-mapped modules across Biology, Chemistry, Physics, and Engineering, built for students aged 13–18. It works on any major XR headset and in the browser, and is also listed in EduverseSTEM, ClassVR’s STEM content offering.
Modules are designed to support NGSS and general school-level STEM learning outcomes, and map to the topics taught in middle and high school science and engineering programmes.
No. Sessions are teacher-controlled from your headset management portal, and each module is short enough to run inside a normal lesson as a demonstration or a guided activity.
It complements it. Schools typically use STEM VR for pre-lab preparation, for concepts that cannot be shown safely or affordably, and for repeat practice that consumables would otherwise limit.
Directly from iXRLabs, or through ClassVR’s EduverseSTEM offering if your school buys ClassVR content. Either route can start with a guided demo.
Any major XR headset — Meta Quest 2 / 3 / Pro, Pico, HTC Vive, ClassVR Xcelerate, and other 6DoF deadsets — plus any modern browser with no headset at all.
Short and focused — 5 to 20 minutes of immersive time inside a standard lesson, with students returning to discussion, practical work, or written tasks afterwards.
Still deciding? Talk to our schools team — procurement, IT, and pedagogy questions welcome.
Book a 30-minute demo tailored to your subjects and year groups, or talk to us about licensing for your headsets.