ED Games Expo Showcase: XR for Classroom Learning

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Pearl Street Warehouse

33 Pearl Street Southwest

Washington, DC 20024

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Thank you for registering for the XR for Classroom Learning showcase!
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This showcase event will feature more than 15 new virtual reality (VR) and augmented reality (AR) learning technologies.

About this Event

About this Event

Innovations in Virtual Reality and Augmented Reality Learning Showcase

Emerging forms of mixed reality technologies (XR) for classrooms, such as Virtual Reality and Augmented Reality, immerse and engage students in rich experiences to apply learning, and provide learning opportunities that would otherwise not be possible. The Showcase on XR for Classroom Learning will feature a group of 16 developers who have created educational content delivered by XR with support from 10 different government programs. The showcase will convene the developers, government representatives, industry partners who manufacture headsets and hardware, and organizations in the field of education XR to discuss innovation and what is needed to build capacity for XR becoming a mainstream learning activity in all schools and classrooms, especially in underserved areas. The showcase will also include a demo session with attendees and local teacher and students.

Government Program Offices That Supported the R&D of the XR Technologies:

  • US Department of Education SBIR
  • ED/Institute of Education Sciences
  • ED/Office of Career and Technical Adult Education
  • NIH National Institute of Dental and Craniofacial Research
  • National Science Foundation SBIR Program
  • National Science Foundation MRI
  • National Science Foundation US Ignite
  • Centers for Disease Control and Prevention
  • National Endowment for the Humanities
  • Smithsonian


Morning: 10AM to Noon

Opening Remarks

  • Frank Brogan, US Department of Education Assistance Secretary
  • Tyler Gates, VR Association of DC
  • Gino Fazio, CDC

Part I: “Big Idea” talks on models to build capacity for the dissemination and sustainability of XR for learning in all classrooms and schools followed by Q&A with attendees.

  • Dan Ayoub, Microsoft
  • Phil Puthumana, Verizon
  • Rich Henderson, Lenovo
  • Chris Chin, HTC
  • Celeste Harrison, National Geographic
  • Stuart Trafford, Magic Leap

Part II: “Big Idea” talks on innovation in design, research, and the future of XR for classroom learning followed by Q&A with attendees.

  • Lucien Parsons, MAVRIC
  • Arana Shapiro, Games for Change
  • Elise O’Brien, vCoder

Afternoon: 1PM to 3PM

Demos of XR technologies to groups of Washington, DC area teachers and students and to showcase attendees.

Event questions: Gino.Fazio@cdc.hhs.gov

XR Technology Developers & Learning Technologies Confirmed to be at the Showcase

Schell Games

  • Happy Atoms (Video demo) is a game-based magnetic molecular modeling set and a companion app designed to teach students in grade 4 and up chemistry, using the vision-recognition-based app to take a picture of what model was built, and exploring and how it fits into the world of molecules and the real world. Developed with a 2015 ED/IES SBIR award.
  • In HoloLab Champions (Video Demo), middle and high school students perform experiments to learn chemistry in an immersive virtual reality (VR) game environment. Developed with a 2016 ED/IES SBIR award.
  • History Maker VR (Video Demo) is a playful virtual reality (VR) content-creation tool that allows students to embody historical characters in immersive settings, record performances featuring those characters, and share their performance files to demonstrate material mastery. Developed with a 2019 award from ED/IES SBIR.

Electric Funstuff

  • TimeSnap is a game-based virtual reality (VR) experience to immerse high school students in U.S. history. In development with a 2018 ED/IES SBIR award.


  • The Mechanisms and ModelAR apps (Video demo) bring game-based interactivity to the learning of college-level general and organic chemistry. Developed by through a 2017 NSF SBIR award.
  • The Tipsy Game is an exploration of spatial reasoning skills using wearable AR with a Magic Leap One headset for all ages of users. Developed through a 2017 NSF SBIR award.


  • With LightUp Studio (Video Demo), middle and high school students explore the world's scientific wonders in stunning true-to-life 3D, and create augmented reality videos to share what they learn with each other. Developed with a 2015 NSF SBIR award.


  • HyperMock is an (Video demo), XR author-publish-evaluate platform that helps educators create immersive content for learners in high schools and up to explore careers in manufacturing as well as gain knowledge and skills. HyperMock aims to accelerate the adoption of immersive learning by reducing the cost of content creation and analytics. Developed with a 2017 NSF SBIR award.

New York University's CREATE Lab and Future Reality Lab

  • Looking Inside (Video Demo) is a set of collaborative Mixed Reality simulations to learn about middle school cell biology. In one simulation, players use cards with markers to add organelles to a simulation and then assemble a plant cell or animal cell. Developed with partial support from a 2016 NSF MRI award to New York University.
  • VR-EaT (Video Demo) is a virtual reality game that supports development of executive functions (switching) for grades 6 and up. Developed with partial support from a 2016 IES research award.


  • Brush Up VR (Video Demo) is a high-energy virtual reality toothbrushing game where children learn to clean all tooth surfaces - far beyond the few obvious places they typically brush. Developed by GamesThatWork with SBIR support from the NIH National Institute of Dental and Craniofacial Research.

Not Suspicious

  • Tablecraft (Video Demo) is a physical sciences virtual reality (VR) learning game designed to introduce middle-schoolers to the Periodic Table of Elements. Students are teleported to a playful and fully-interactable 3D treehouse lab, where they can combine the Elements to craft common household objects and feed those objects to their virtual pet blobs, engineering their growth, poop and offspring! Developed with a NSF SBIR award.

Killer Snails

  • In BioDive (Video Demo) , middle and high school students are marine biologists using Google Cardboard VR headsets to make observations and using laptops to manipulate data and synthesize their observations to demonstrate learning in personalized digital science journals. Developed with a 2017 NSF SBIR.

Sama Learning

  • Sama’s Virtual Reality Learning Platform (Video Demo) for 1st year college chemistry provides students advanced visualizations for hard-to-learn STEM subjects and are designed to be integrated with teaching instructional practice to further support learning. Developed with a 2019 NSF SBIR award.

Smithsonian Institution

  • In the Wright’s First Flight middle and high schools students learn the basics of engineering a plane through hands-on and online activities, then get a firsthand look at what it looked (and felt) like to fly it through a virtual reality (VR) simulation.

Greenhouse Studios

  • In Courtroom 600, young adults interact with Thomas J. Dodd digital archives (which are located at The University of Connecticut) as part of an immersive virtual reality (VR) experience revolving around the histories and truths of the Nuremberg Trials. In development with a 2019 NEH award.

Simulated Inanimate Models

  • The Augmented Reality Training System (Video Demo), moves post graduate surgical education out of the operating room and into a safe, simulated educational environment utilizing highly realistic simulated hydrogel organs, and Augmented Reality (AR) technology – hardware and software - that delivers instruction and medical curricula in real-time, guiding a training surgeon through a complete simulated procedure with zero risk to a patient’s life. Developed with a 2019 NSF SBIR award.


  • Osso VR is a virtual reality (VR) surgical training platform that helps students age 10 and up to explore careers in healthcare professions while teaching actual medical procedures through realistic, hands-on simulations in an operating room. Developed in part with a 2016 award from OCTAE’s EDSim Challenge.

LEVR Studios

  • STEM 360 Careers (Video Demo) leverages the immersive power of Live 360° Virtual Reality video to connect middle and high school learners in rural areas of North Carolina with STEM professionals and their environments. These VR experiences can reduce the psychological distance between students and the STEM fields by giving them a sense of presence in the STEM environment while also connecting directly with a STEM professional. Developed with support from a 2018 NSF / US Ignite.


  • In LifeCraft (Video Demo) students use VR to experience cell biology by beaming into the center of a cell, whether animal, plant or bacterium. Students can explore the surfaces and interior of the cells, learn about cell structures, and guide core processes in the cell. Developed with a ED/OCTAE award.


  • Oil and Gas VR is functional prototype of an oil and gas rig training program. Through a multi-user co-located experience, participants can learn about major rig systems, tools and equipment, and safe practices for basic tubular handling. Developed in partnership with the Centers for Disease Control and Prevention, the National Institute for Occupational Safety and Health, and VECTRE LLC through the 2018 CDC Innovation Fund Challenge.


  • vCoder (Trailer) is a virtual computer science (CS) lab that teaches coding in VR. Our mission is to improve computer science education while attracting more girls and underrepresented students to STEM. vCoder breaks down the barriers of learning abstract computer science concepts by helping students discover CS fundamentals through an immersive, gamified VR world.

Additional Event Opportunities

ED Games Expo

Where attendees can demo more than 140 learning games and technologies while meeting the developers

  • Thursday, January 9, 2020
  • 5 PM to 8 PM
  • Location: Kennedy Center
  • Coordinated by: Team members from the US Department of Education and across government
  • Register for the Expo here
  • Questions? Email: Edward.Metz@ed.gov

Office Hours

Meet more than 30 reps from government programs and reps from national educational organizations)

  • Friday, January 10, 2020
  • 9 AM- 12 PM
  • Location: Kennedy Center
  • Coordinated by: Team members from the US Department of Education
  • Register for the Office Hours here
  • Questions? Email: Edward.Metz@ed.gov

Date and Time


Pearl Street Warehouse

33 Pearl Street Southwest

Washington, DC 20024

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