All children are naturally curious about the world around them. They ask endless questions like, “Why is the sky blue?” “Why does the sun rise and set?” “Why doesn’t a ship sink?” or “How does Wi-Fi work?” This innate curiosity is the foundation of learning and is especially important in STEM subjects—Science, Technology, Engineering, and Mathematics. These fields are crucial for the future well-being of our world, impacting health, technology, and the environment.
However, as children grow older, especially during middle school, there’s a noticeable decline in their interest in STEM. Many governments and organizations are concerned that not enough young people are choosing to study STEM subjects after the age of 16. This raises the question: What happens as they grow up that diminishes their love for science and technology?

This isn’t a new problem. Researchers have been studying the difference in science achievement between younger and older students for many years. While countless studies have explored this issue from various angles, we’ll focus on two significant sources that shed light on this trend.
The first source is a comprehensive review from 2012 that analyzed over 200 studies conducted across different countries and time periods. This review aimed to understand students’ attitudes toward STEM subjects and how these attitudes change over time. The findings suggest that while young children are enthusiastic about science due to its interactive and hands-on nature, this enthusiasm wanes as they get older and the curriculum becomes more abstract and less engaging. Read the review here.
The second source is the Trends in International Mathematics and Science Study (TIMSS), an international assessment conducted every four years. Although the latest results from 2023 are not yet available, the 2019 report provides valuable insights. According to the report:
These statistics highlight a significant decline in interest and confidence in science as students progress through school. Learn more here.
Several factors contribute to this drop in interest:
One promising solution to rekindle students’ interest in STEM is the use of virtual reality in education. Virtual reality (VR) creates immersive environments that transform how students experience learning. Instead of merely reading about cellular biology, students can virtually dive inside a cell, exploring the intricate world from within and observing how it functions firsthand. In physics, they can interact with elementary particles, bringing abstract concepts to life by manipulating them in a simulated environment. Similarly, in chemistry, students can perform chemical reactions in a virtual lab, conducting experiments safely without the risks associated with real chemicals.
By incorporating VR learning into the digital classroom, we can transform traditional lessons into exciting experiences. This approach not only makes learning fun but also enhances understanding and retention by engaging students in active participation.
The benefits of virtual reality in education are significant. VR provides interactive learning experiences where students actively engage with the material rather than passively listening. Immersive environments capture students’ attention and spark curiosity, leading to enhanced engagement. Complex concepts become more accessible when students can visualize them in three dimensions, making difficult topics easier to understand. Additionally, VR offers a safe environment for experimentation and exploration, allowing students to learn without the real-world risks associated with some scientific activities.
At XReady Lab, we recognize the importance of keeping students engaged in STEM subjects. We feel a deep responsibility, knowing that today’s students are tomorrow’s innovators who will tackle challenges like curing diseases and combating climate change.
Our mission is to provide breakthrough solutions that ignite students’ passion for STEM. We offer:
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The decline in interest in STEM subjects during middle school is a significant concern. However, by leveraging technology like virtual reality, we can make learning more engaging and relevant. By providing interactive and immersive experiences, we help students maintain their natural curiosity and passion for understanding the world.
Those involved in secondary school education are shaping not just the classroom of today but the well-being of our future world. Together, we can inspire the next generation of scientists, engineers, and thinkers who will lead us forward.
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: