Before we delve into the case study of Yushi International High School in Japan, let’s explore some key aspects of the metaverse itself.
The metaverse is a persistent virtual space where users interact via avatars, extending beyond traditional virtual reality by offering a shared, collective virtual environment. Unlike traditional VR, the metaverse enables real-time interaction among users and with the virtual environment itself.
The metaverse holds potential across various industries:
Let’s focus on education.
The metaverse enhances traditional learning by providing diverse virtual spaces, platforms, and tools for delivering educational content with greater engagement. It promotes global collaboration and cultural exchange, breaking down geographical barriers for students and educators worldwide to collaborate, share knowledge, and explore diverse perspectives.
Now, let’s discuss the case study of Yushi International High School in Japan:
Yushi International High School offers a three-year credit-based course accredited by the Japanese Ministry of Education, Culture, Sports, Science, and Technology. Students graduate with diplomas equivalent to those from traditional high schools.
This case study highlights the integration of the metaverse into education, marking the world’s first school existing entirely within the metaverse. It represents a pioneering approach to immersive education, where students receive instruction fully immersed in virtual environments.

Yushi International High School emphasizes a rich array of events beyond traditional classes, featuring a cyber sports tournament and Yushi Festival, where students showcase their year-long learning through creative activities. Students can access education at Yushi International High School from anywhere in Japan or overseas, with the school providing free VR equipment.
“In XReady Lab, we develop STEM virtual reality labs that enable experiments even for students without access to physical laboratories or experienced mentors. The Metaverse not only leverages VR’s benefits but also fosters collaborative experiences unhindered by geographical limitations, which is truly inspiring. My team and I are eager to monitor Yushi School’s metaverse project development,” states Sofiia Sosnovskaia, biologist at XReady Lab.
https://xreadylab.com/simulations/
While the Metaverse presents promising educational opportunities, specialists must address various challenges and considerations when integrating it into the learning environment. Key issues include accessibility, digital literacy, and ethical concerns that educators must carefully navigate as they incorporate metaverse technologies into their teaching practices.
You may like it
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: