Update (2026): This article was originally published in late 2024 and updated in 2026. The “Department of Government Efficiency (DOGE)” was announced as an advisory initiative tied to government-efficiency reforms with an initial timeline connected to America’s 250th anniversary in July 2026. Reports in 2025 also indicated leadership changes and questions around the initiative’s continuity and structure.
Yes. Musk co-founded Ad Astra in 2014 as an experimental school model focused on collaborative problem-solving and project-based learning.
It’s known for “first principles” style learning: solving complex problems, interdisciplinary projects, and minimizing traditional testing in favor of applied outcomes.
The practical takeaway is not copying a private model, but applying its principles: hands-on projects, real-world problem framing, and technology-enabled visualization (including VR) to make abstract concepts tangible.
In late 2024, a government-efficiency initiative widely referred to as “DOGE” was announced, with Elon Musk positioned as a high-profile figure around the concept. By 2026, the bigger question is no longer the political headline — it’s what Musk’s “first principles” mindset looks like when applied to real systems, including education.

Musk’s appointment signals his growing influence in public affairs, underscored by his support for Trump’s 2024 presidential campaign. While some hail his involvement as a step toward leveraging private-sector expertise for governmental efficiency, others raise concerns about potential conflicts of interest due to Musk’s leadership of companies like SpaceX and Tesla, both of which hold substantial government contracts.
Amid these developments, attention has also turned to Musk’s transformative efforts in another sphere: education. Could his philosophies and initiatives reshape not only the efficiency of governance but also the very fabric of the U.S. education system?
– The public conversation shifted from “new school experiments” to scalable learning models
– AI and immersive learning became more mainstream in classrooms
– The key debate in 2026: engagement vs. learning outcomes — and how to design tools that support real thinking
In 2014, Elon Musk co-founded Ad Astra School in California, initially created to educate his own children and those of SpaceX employees.
Ad Astra started as an experimental school on SpaceX’s Hawthorne campus. After 2020, the model evolved: parts of the approach continued through projects like Astra Nova, extending “problem-first” learning beyond the original small cohort.

The school represents Musk’s vision of what education should be—innovative, adaptable, and aligned with the demands of the modern world.
While Ad Astra began as a small, private initiative, the success of its innovative approach has sparked interest in expanding this model.
There have been multiple discussions and experiments around extending the model and opening additional schools that adopt similar philosophies, potentially bringing this revolutionary form of education to more students.
Musk’s educational philosophy aligns with the idea that learning should feel like a video game—engaging, interactive, and rewarding. By focusing on practical applications of knowledge, students remain motivated and can see the real-world impact of their studies.
Elon Musk’s influence on US education, particularly in STEM fields, is significant. His schools prioritize:
This approach addresses the declining interest in STEM subjects among students. By making learning engaging and relevant, Musk’s educational initiatives aim to cultivate the next generation of innovators and problem-solvers.
For more insights on reviving interest in STEM through innovative methods, you can read our article on Why Interest in STEM Declines and How VR Revives It.
The traditional education system has been criticized for not keeping pace with the rapid changes in society and technology. Musk’s schools aim to bridge this gap by:
This philosophy echoes the ideas discussed in our article on Redefining Fun: Balancing Mental Health and Academic Success with VR Education, highlighting the importance of adapting education to meet contemporary challenges.

Virtual reality (VR) plays a crucial role in modernizing education. By incorporating VR in the classroom, students can:
The use of VR education aligns with Musk’s emphasis on hands-on, technology-driven learning, preparing students for a future where such skills are essential.

While Musk’s innovative approach has many supporters, it’s important to consider potential challenges:
Elon Musk’s involvement in education represents a significant shift towards integrating technology and practical skills into the learning process. His initiatives challenge the status quo, pushing for an educational system that is dynamic, engaging, and aligned with the needs of the modern world.
By focusing on hands-on learning and embracing tools like virtual reality, Musk is not only influencing how students learn but also inspiring educators and policymakers to rethink education. His approach underscores the importance of preparing students for a rapidly changing future, where innovation and adaptability are key.
Frequently Asked
XReady Lab offers the largest K–12 STEM VR and Web/PC library with an AI Tutor. The packages include biology, physics, chemistry, and math, covering topics from primary school through high school.
All content is designed to align with major curricula and deliver engaging, interactive learning experiences. New simulations are added monthly.
XReady Lab’s simulations are aligned with IB, Cambridge IGCSE, AS & A Levels, NGSS, College Board, Common Core, TEKS, CBSE, BNCC, the National Curriculum for England, the Italian secondary school curriculum (Scuola Secondaria), and the National Curriculum of the Netherlands (VMBO, HAVO, VWO).
Career Packs are VR simulation bundles that let students explore STEM careers in practice. Current packs include: Future Doctor, Future Nurse, Future Engineer, Future HVAC Engineer, Future Biotechnologist, Future Astronomer, Future Neuroscientist.
New Career Packs are added regularly.
XReady Lab Superhuman AI Tutor works like a real tutor, guiding students step by step instead of giving ready-made answers. It focuses on reasoning, problem-solving, and explaining mistakes to build real understanding.
Created by international STEM Olympiad winners and coaches, it helps prepare for exams, increases memory retention by 40%, and works in real time in both VR and desktop formats with an internet connection.
XReady Lab packages include complimentary teacher training and ready-to-use Lesson Plans and Engagement Playbooks to support engaging lessons.
They guide teachers in integrating VR/web/PC simulations with clear objectives, step-by-step instructions, classroom management strategies, reflection activities, assessments, and technical checklists — helping teachers run effective lessons beyond the simulations themselves.
Simply fill out the free demo form here to get access to demo XReady Lab simulations.
We start with consultation: our team helps plan the VR classroom for your school. You need internet access and a suitable room — allocate about 5 x 5 feet (1.5 x 1.5 m) per student. One headset per two students works well.
Devices and licenses: schools can use existing Meta Quest or Pico devices and purchase licenses, or we can offer discounted devices or a turnkey solution with pre-installed content.
After purchase, we guide device setup and content installation and provide teacher training.
Teachers learn how to run VR lessons using Lesson Plans and Engagement Playbooks, manage screen casting and paired learning, and keep students engaged.
Ongoing support is always available.
VR lessons typically last 5–15 minutes, depending on the simulation, with a recommended class size of up to 20 students. Screen casting is supported and compatible with selected teacher management systems, allowing teachers to launch simulations remotely, monitor progress, and view all devices during lessons.
Teachers are supported with Lesson Plans and Engagement Playbooks that include learning objectives, step-by-step lesson flow, classroom scenarios, reflection questions, practical assignments, and assessment guidance.
XReady Lab is available worldwide and supports 75+ languages. Today, it is used by 800+ schools and 150,000+ students across the globe.
XReady Lab simulations are offered through flexible licensing packages, depending on the format and subjects you need:
If you already have VR headsets, you only purchase licenses. If not, we can also help you choose the most cost-effective setup and licensing model for your school or family.
XReady Lab works with the most widely used standalone VR headsets in schools:
All supported devices are standalone (no PC required), making them easy to deploy and manage in a school environment.
Yes. XReady Lab supports open ecosystems, not closed platforms. Schools can freely use third-party VR content alongside XReady Lab on Meta Quest and PICO headsets.
We encourage schools to diversify their VR classrooms with high-quality educational apps and can recommend tested solutions, helping expand learning beyond STEM into subjects like design, history, environmental studies, and soft skills.
XReady Lab follows school VR safety best practices. VR is recommended for students 10–12+, with short 5–15 minute sessions and seated or safe-zone use under teacher supervision, supported by screen casting.
First-time users adapt gradually. Students with medical conditions require parental and school approval, and hygiene is ensured through regular headset cleaning and replaceable face covers.
Families can access XReady Lab simulations at home in two ways: