The declining interest in STEM (Science, Technology, Engineering, and Mathematics) subjects among middle and high school students has become a pressing concern. Previously, we explored this issue in our article Why Interest in STEM Declines and How VR Revives It, highlighting alarming statistics and underlying reasons. Now, new research sheds light on another critical factor: the influence of media and public opinion on students’ preferences for STEM subjects.
Studies have shown a significant drop in students’ enthusiasm for STEM subjects as they progress through school. Key reasons include:
To address these challenges, incorporating virtual reality in education has been proposed as an effective solution. VR learning provides immersive, interactive experiences that make complex STEM concepts accessible and engaging.
👉 Request a free demo to discover how VR education can revitalize your classroom.
A recent study, titled “The role of media in influencing students’ STEM career interest” (International Journal of STEM Education volume, 2023), highlights how media influences students’ interest in STEM fields. Today’s teens heavily rely on media portrayals to shape their perceptions of careers. Unfortunately, STEM professions are often underrepresented in mainstream media, making them less visible and appealing.

When STEM roles do appear, they’re frequently portrayed with stereotypes like the “mad scientist” or socially awkward genius, which can deter students. Meanwhile, careers in entertainment and sports are glamorized, drawing teens toward those fields due to their frequent and attractive portrayals.
Understanding this influence is crucial. By promoting positive and diverse representations of STEM careers in media and leveraging engaging technologies like VR, we can inspire more students to pursue STEM subjects.
The media doesn’t just entertain; it shapes societal norms and expectations. For the Alpha Generation, born into a digital world, media consumption is an integral part of daily life. This constant exposure significantly impacts their interests and aspirations.
Rather than resisting the pervasive influence of media, educators and policymakers can harness it to promote STEM subjects.
By adopting these approaches, we can transform the perception of STEM fields, making them more appealing to the youth.

Incorporating virtual reality (VR) in the classroom addresses both the lack of practical engagement and the need to make STEM subjects more captivating.
At XReady Lab, we offer tailored VR solutions that align with educational curricula, ensuring that technology enhances learning effectively.
👉 Request your free demo today and step into the future of education.

As discussed in our article Adapting Education for the Alpha Generation, today’s children are digital natives. They:
Acknowledging these characteristics is crucial in designing educational strategies that resonate with them.
The influence of media and public opinion plays a significant role in shaping students’ interest in STEM subjects. By understanding and leveraging this influence, we can reverse the declining trend in STEM engagement.
Action Points for Educators and Parents:
By taking these steps, we not only enhance STEM education but also prepare students for a future where technology and innovation are paramount.
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: