Japan sets the precedent: The world’s inaugural high school fully operating within the metaverse

Japan sets the precedent: The world’s inaugural high school fully operating within the metaverse-alt

Before we delve into the case study of Yushi International High School in Japan, let’s explore some key aspects of the metaverse itself.

What is the metaverse, and how does it differ from traditional virtual reality experiences?

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.

Which industries can benefit from the metaverse?

The metaverse holds potential across various industries:

  • Gaming and Entertainment: Offers immersive gaming experiences and virtual events.
  • Education: Facilitates innovative learning environments and global collaboration.
  • Real Estate: Enables virtual property transactions and development.
  • Healthcare: Supports virtual medical training and collaborative research.
  • Business and Collaboration: Enhances virtual meetings and remote work experiences.
  • Fashion and Retail: Revolutionizes virtual try-on and online shopping experiences.
  • Social Interaction: Connects individuals through shared virtual spaces.
  • Art and Creativity: Showcases art, fosters collaboration, and supports virtual galleries.
  • Travel and Exploration: Allows virtual tourism and exploration of simulated destinations.
  • Finance and NFTs: Tied to blockchain, enabling creation and trade of digital assets.

Let’s focus on education.

How can the metaverse be used in 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 in the Metaverse: Excerpts from the Official Video https://www.yushi-kokusaimetasei.com/

Yushi International High School in the Metaverse: Excerpts from the Official Video https://www.yushi-kokusaimetasei.com/

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.


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.


01 Is the material of the laboratories synchronized with the school curriculum?

Our laboratories are suitable for children of all countries. We cover the fundamental topics presented in most school programms.

02 We are a school; How can we subscribe?

Please contact our customer support service at support@xreadylab.com or book a call with the team using the link to find out the conditions and book the VR class set up at your school.

03 What does the subscription consist of?
Subscription to XReady Lab interactive VR labs. If you are a school, then you are also given access to the VR classroom system. VR class system helps you easily launch VR lessons for a large number of students, follow the experience of each student, as well as customise the content without developers.
04 What is included in the VR class system?

Broadcast system to track all students of your class on a single screen
The simultaneous launch of laboratories via the web interface
Ability to edit scripts and insert your own methodological content
You can launch the content from other companies in a teacher-friendly format

05 At what age can we use VR headsets?

We adhere to the world’s generally accepted recommendations and research. Our products are suitable for children from 12 years old.

STEM VR and 3D simulations for K12 📚 Increase classroom engagement with XReady Lab’s VR Education!

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