For years, people have questioned whether sports and VR could ever co-exist. After all, sports traditionally bring to mind stadiums, playing fields, and group workouts, while VR often conjures images of headsets and digital-game worlds. Yet innovations like Les Mills BODYCOMBAT VR show that virtual-fitness solutions can complement—or even elevate—the dynamic world of sports. Here’s a closer look at how immersive technology is transforming fitness, along with surprising ways it’s also reshaping other areas like STEM labs, empathy training, and school safety.
Les Mills BODYCOMBAT VR is a cutting-edge fitness experience that adapts the globally acclaimed martial-arts-inspired BODYCOMBAT™ workout into an interactive virtual environment. Users enter high-energy routines without stepping outside their homes, guided by expert instructors Dan Cohen and Rachael Newsham. This immersive approach allows them to refine striking skills, track performance, and enjoy a wide range of exercise intensities — all within digitally crafted arenas.
This application is accessible on Meta Quest 2, Meta Quest 3, and PlayStation VR2, promising a seamless, user-friendly experience regardless of platform. For many fitness enthusiasts, the question then becomes: can this approach truly replace or enhance a traditional workout? The answer often lies in how effectively it merges genuine exercise with the excitement of a digital classroom.

Sports and technology in education have long co-existed to enrich student experiences—think of motion-capture software in athletic training or data analytics in professional competitions. Virtual-reality solutions take it a step further, offering:

Just as BODYCOMBAT VR opens doors for sports training, virtual reality in education addresses various real-world challenges. Multiple initiatives show how this technology can enhance empathy, inclusivity, and safety:
Physical health, academic exploration, social skills—none have to be limited by geographic constraints or lack of resources. Just as Les Mills BODYCOMBAT VR reshapes how individuals practice martial arts, virtual reality in schools offers advanced opportunities in science labs, language classes, and even conflict-resolution exercises. Learning in VR shifts the classroom from a static space to a borderless hub of discovery.
In the case of sports and fitness, harnessing immersive technology can drive regular people to become more active, reduce gym-related anxieties, and ultimately see long-term benefits. Meanwhile, adopting VR in the classroom nurtures collaboration, critical thinking, and technical literacy, preparing students for the rapidly evolving future.
Ready to Transform STEM Education with Immersive Technology?

XReady Lab offers tailored VR solutions that align seamlessly with educational curricula, providing unique opportunities for interactive classroom exploration. Each simulation—spanning VR biology, VR physics, and VR chemistry—brings abstract concepts to life in a fully immersive environment. By leveraging these digital-classroom tools, schools can:
Discover the full catalog of VR education services, and request a free demo to see how immersive learning can elevate STEM instruction:
“Sports and VR” sounds like a paradox at first, but reality shows a different story. Far from tearing people away from exercise, well-designed virtual-reality programs are fueling a modern fitness revolution. While these platforms may not replace every aspect of traditional sports, they can certainly enhance training, broaden accessibility, and bring excitement to routines that might otherwise grow stale.
In the same way that interactive-classroom activities boost engagement in STEM labs, gamified workouts encourage consistency and motivation. Both rely on immersion to hold attention, demonstrate progress, and challenge users to push beyond previous limits.
It’s time to rethink outdated notions of sports and technology in schools or at home. As proven by Les Mills BODYCOMBAT VR, advanced software and motion-sensing gear can spark new energy in personal fitness. From building empathy to perfecting a roundhouse kick, virtual reality holds promise for a wide range of transformative experiences—far beyond gaming alone.
Those interested in exploring immersive learning for STEM or other educational fields can learn more about XReady Lab’s offerings in the third person by visiting their catalog of simulations and requesting a free demo. Whether one’s goal is to stay fit, nurture empathy, or revamp a high-school STEM lab, virtual reality stands ready to inspire the next generation of active minds and bodies.
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: