VRCORE Education
VRCORE Education delivers in-school, free-roam, gymnasium-scale multiplayer VR field trips to K-12 schools using HTC Vive Focus 3 headsets, with trained teachers, curriculum-aligned content, and franchise-based regional operations across USA, Canada, and Europe.
- Company typePrivate
- Founded2017
- HeadquartersCalgary, Canada
- Headcount51–100
- GTM typeB2B
- OfferingServices
What VRCORE Education does
VRCORE Education (legally VRCORE Inc., incorporated in the USA; headquartered in Calgary, Canada) is a private edtech company founded in 2016–2017 that delivers in-school, free-roam, gymnasium-scale, multiplayer virtual reality field trips to K-12 schools. The core product is a 60–70 minute immersive VR session in which up to 35 students simultaneously explore curriculum-aligned virtual worlds (space, cell biology, Amazon rainforest, etc.) using wireless HTC VIVE Focus 3 headsets with a proprietary four-layer safety system (sub-millimeter real-world accuracy, behavioral rules, 3D-scanned VR barriers, and live technician monitoring). Three-stage learning progression combines individual exploration, teacher-guided global multiplayer, and small-group "activity bubble" pods for differentiated instruction. The offering is delivered by trained VRCORE teachers who travel to schools, removing transportation, supervision, and equipment burden from the buyer.
The company monetizes through tiered per-event pricing ($/€1,395 flat for up to 50 students; $24–$28 per student for 51–90 and 91+ tiers) and multi-period VR Residencies, with multi-year contracts for long-term installations. A franchise/licensing program enables regional entrepreneurs with $75k–$300k+ in liquid assets to operate VRCORE-branded businesses; regional partners VRCORE Canada and VR Netherlands execute this model. A Teacher Advisor Program (TAP) recruits educators for content feedback, early access, and grassroots advocacy. Strategic technology partners include Fennec Labs (Spawnpoint platform, gymnasium-scale free-roam) and HTC; advisory partners include Stanford University, Microsoft, and Make-A-Wish. The company employs 51–100 people and operates in USA, Canada, and Europe with no disclosed institutional funding.
VRCORE Education firmographics
Firmographics- Name
- VRCORE Education
- Legal name
- VRCORE Inc.
- Website
- https://vrcore-ed.com
- Company type
- Private
- Founded year
- 2017
- Operating status
- Operating
- Headcount range
- 51–100 employees
- Short description
- VRCORE Education delivers in-school, free-roam, gymnasium-scale multiplayer VR field trips to K-12 schools using HTC Vive Focus 3 headsets, with trained teachers, curriculum-aligned content, and franchise-based regional operations across USA, Canada, and Europe.
- Ownership category
- akta.pro rank
VRCORE Education industry classification
Industry- Product category
- K-12 Educational VR Experiences
- NAICS
- Educational Services (61)
- SIC
- Services-Educational Services (8200)
- akta.pro primary industry
- Virtual Field Trips & Experiential Learning Environments (Museums, Geography, History) (EDAFAJAG)
- akta.pro secondary industry
- Virtual School Course Providers (Single-Course/Part-Time Enrollment) (EDAJADAE)
Keywords
Where VRCORE Education is headquartered
LocationHeadquarters
- HQ city
- Calgary
- HQ country
- Canada
- HQ region
- North America
Offices4 records
Markets served
VRCORE Education business model
Business model- GTM type
- B2B
- Offering type
- Services
- Cost components
- Personnel, Operations, Technology or R&D, Marketing or Sales, Infrastructure
Revenue model
- In-School VR Field Trips: Per-event VR field trip service delivered at schools. Schools pay per experience based on student count. Provides hardware, software, trained teachers, and 60-70 minute immersive lessons.
- VR Residencies: Long-term, temporary educational VR installations at schools. Priced per student with extended engagement over weeks or months.
- Franchise Fees: Licensing fees from franchisees who operate VRCORE VR field trip businesses. Franchisees invest $75k-$300k+ in liquid assets to join the network.
Pricing tiers
| Model | Billing | Price |
|---|---|---|
| Unit Pricing | Pay-as-you-go | Small Group (1-50 Students) |
| Unit Pricing | Pay-as-you-go | Medium Schools (51-90 Students) |
| Unit Pricing | Pay-as-you-go | Large Schools (91+ Students) |
| Other | Multi-year contract | Residencies |
Go-to-market motion3 records
Distribution channels3 records
Marketing channels5 records
VRCORE Education product offering
Product offeringCore offering
VRCORE Education delivers in-school, free-roam, gymnasium-scale, multiplayer VR field trips to K-12 schools using wireless HTC VIVE Focus 3 headsets. Each session hosts up to 35 students for 60–70 minutes, guided by VRCORE-trained teachers who tailor the curriculum-aligned content (space, biology, rainforest, etc.) to local grade-level standards. The company bundles hardware, software, content, and trained staffing into a single per-event service, removing transportation and equipment-maintenance burdens from schools.
Product overview
VRCORE Education is a platform-plus-modules architecture built around in-school, free-roam, gymnasium-scale, multiplayer VR field trips. The core offering is the VRCORE VR Field Trips product, which is delivered by trained teachers using fully wireless VR hardware (HTC VIVE Focus 3) in school gymnasiums for 60–70 minute sessions. It is complemented by VR Field Trip Residencies (long-term installations), a Teacher Advisor Program (TAP) for educator-driven product co-development, a Knowledge Library of articles, and a franchising program for independent operators. The upcoming ISS: Curiosity in Orbit program, launching September 2025 via a CASIS/ISSNL partnership, adds a dedicated space station simulation module. All offerings are curriculum-aligned and support cross-curricular learning including science, social studies, physical education, technology studies, and environmental education.
Differentiator
Problem solved
Functional benefit
Products and services
- VRCORE VR Field Trips In-school, free-roam, gymnasium-scale, multiplayer VR field trips delivered by VRCORE-trained teachers for K-12 classes. Each session hosts up to 35 students simultaneously on wireless HTC VIVE Focus 3 headsets for 60–70 minutes, with curriculum-aligned content tailored to local grade-level standards. Designed for public and private K-12 schools seeking immersive, cross-curricular learning in science, social studies, technology, and environmental education.
- VR Field Trip Residencies A long-term, temporary VR installation at a school, allowing extended engagement with VRCORE's VR platform over multiple weeks or months rather than a single field-trip event. Priced per student under a multi-year/contact-based model. For schools seeking sustained immersive VR learning rather than one-off events.
- ISS: Curiosity in Orbit VR experience that transforms school gymnasiums into simulated space-station environments where students experience simulated gravity, conduct hands-on physics/biology/chemistry experiments, and engage in STEM problem-solving. Developed with ISSNL and CASIS, targeting underserved schools in Alberta and Texas for the initial rollout, with grant-funded free access for first participating schools.
- VRCORE Franchising Program Franchise offering that licenses the VRCORE brand, operational system, and training to entrepreneurs who operate their own VRCORE-branded free-roam VR field-trip businesses in-school in their region. Franchisees must have $75k–$300k+ in liquid assets to participate; VRCORE provides brand, system, and operational framework.
Quantifiable outcome
- 75% retention rate for VR training vs 5% for lectures, 10% for reading, 20% for audio-visual learning
- +2 more outcomes
Companies that use VRCORE Education
Customer profileNamed customers4 records
Segments3 records
Ideal customer profiles2 records
VRCORE Education technology and API
TechnologyTechnology focussed Yes
API detail
- Has API
- No
- API docs
- API detail
Core technology
AI maturity
App detail
Feature5 records
VRCORE Education partnerships and signals
Strategic signalPartnerships
Eight partnerships are on record, tiered core and minor.
- ISSNL (International Space Station National Laboratory)corePartnership with ISS National Laboratory to launch 'ISS: Curiosity in Orbit' - a groundbreaking VR experience transforming school gymnasiums into space labs. Funded through CASIS grant, students explore simulated space station environments with virtual gravity, conduct experiments, and engage in problem-solving. Program debuts September 2025 in Alberta and Texas schools.
- Fennec LabscorePartnership with Fennec Labs (creator of Spawnpoint) to develop the world's first library of gymnasium-scale, free-roam VR educational worlds. Fennec Labs contributes location-based entertainment expertise and the Spawnpoint arena-scale experience format using VIVE Focus 3 technology. Collaboration aims to push boundaries of VR and educational technology globally.
- HTCcoreUses HTC Focus 3 headsets as the hardware platform for VR experiences. Fennec Labs partnership also utilizes VIVE Focus 3 technology for location-based entertainment and education applications.
- Stanford UniversityminorAdvisory partner providing guidance on educational content development and curriculum alignment. Listed as advisor on company website alongside other partners.
- MicrosoftminorAdvisory partner and collaborator on VR education projects. Listed as advisor alongside Stanford University, Make-A-Wish, and HTC.
- Make-A-WishminorNon-profit partner for VR education projects. Listed as advisor alongside Stanford University, Microsoft, and HTC.
- VRCORE CanadaminorRegional partner operating VRCORE VR field trip services in Canada under licensing arrangement.
- VR NetherlandsminorRegional partner operating VRCORE VR field trip services in the Netherlands under licensing arrangement.
Scale indicators5 records
Recent moves5 records
Expansion highlights5 records
VRCORE Education competitors and assessment
Company assessmentBroad incumbents
- Nearpod: Nearpod provides interactive K-12 lessons including VR field trip-style 'Virtual Reality' and 3D experiences integrated into teacher lesson plans. Comparable as a K-12 immersive-content provider with VR field trip-style offerings, though primarily software-delivered rather than on-site, free-roam hardware.
- Discovery Education: Discovery Education is a large K-12 digital content provider with a broad library of videos, virtual field trips, and immersive experiences. Comparable as a curriculum-aligned content and virtual field trip provider for K-12 schools, competing for the same instructional budget.
Direct peers
- ClassVR: ClassVR provides VR headsets and curriculum-aligned educational content libraries for K-12 schools. Directly comparable to VRCORE in target customer (K-12), product category (VR in education), and curriculum alignment — though ClassVR leans toward 1:1 classroom sets versus VRCORE's on-site, gym-scale delivery.
- Avantis Education: Avantis Education markets ClassVR and a broader suite of VR/AR educational content and teacher training for K-12. Comparable as a VR-in-education provider serving the same school buyer with curriculum-aligned immersive experiences, competing for the same school technology budgets.
- zSpace: zSpace provides AR/VR desktop and laptop-based learning stations for K-12 and CTE with curriculum-aligned content in science, CTE, and STEM. Comparable as an immersive-learning provider targeting K-12 with curriculum-aligned content, though using a different delivery hardware format.
- Engage: Engage is a VR/AR collaboration and education platform used by enterprises, schools, and training providers for immersive learning. Comparable as a multi-user, location-based VR platform for education and training, with overlapping free-roam, multiplayer architecture.
- Merge EDU: Merge EDU provides AR/VR hands-on learning tools (Merge Cube and headsets) for K-12 STEM, with curriculum-aligned apps. Comparable as a VR/AR-in-education vendor targeting K-12 schools with cross-curricular content.
Emerging players
- Labster: Labster offers immersive virtual science labs for high school and higher education, with curriculum-aligned biology, chemistry, and physics simulations. Comparable in delivering curriculum-aligned immersive science experiences to schools, though delivered as software simulations rather than free-roam VR field trips.
- Mursion: Mursion provides VR-based simulations for soft-skills and workforce training in education and corporate markets. Comparable as a VR-simulations-for-learning company citing similar retention outcomes, though primarily focused on adult/workforce rather than K-12 content.
- STRIVR: STRIVR provides VR training and immersive learning experiences primarily for sports, retail, and enterprise. Comparable as a VR-training-as-a-service provider using immersive simulations to drive learning outcomes, though serving a different primary end market.
Market position
Strengths4 records
Weaknesses5 records
Competitive moat4 records
Key risks6 records
Key highlights6 records
Customer concentration
VRCORE Education social profiles
Digital presenceVRCORE Education financial estimates
Financial estimateRevenue estimate
Valuation estimate
VRCORE Education leadership team
Management profileNumber of profiles
Profiles1 record
VRCORE Education funding detail
Funding detailFunding overview
Funding rounds
Investors
Funding detail is available on the Subscription and Enterprise plan.Contact sales →
VRCORE Education M&A and investment
M&A and investmentM&A
Investments
M&A and investment is available on the Subscription and Enterprise plan.Contact sales →
Frequently asked questions about VRCORE Education
What does VRCORE Education do?
VRCORE Education delivers in-school, free-roam, gymnasium-scale, multiplayer VR field trips to K-12 schools using wireless HTC VIVE Focus 3 headsets. Each session hosts up to 35 students for 60–70 minutes, guided by VRCORE-trained teachers who tailor the curriculum-aligned content (space, biology, rainforest, etc.) to local grade-level standards. The company bundles hardware, software, content, and trained staffing into a single per-event service, removing transportation and equipment-maintenance burdens from schools.
Is VRCORE Education a public or private company?
VRCORE Education is a private company. It is classified as founder individual operated bootstrapped and is currently operating.
When was VRCORE Education founded?
VRCORE Education was founded in 2017. It employs 51 to 100 people.
Where is VRCORE Education based?
VRCORE Education is headquartered in Calgary, Canada, in the North America region.
How does VRCORE Education make money?
Three revenue lines are on record. In-School VR Field Trips are the primary driver. The others are VR Residencies and franchise Fees.
Who are VRCORE Education's main competitors?
Broad incumbents on record are Nearpod and Discovery Education. Direct peers are ClassVR, Avantis Education, zSpace, Engage and Merge EDU. Emerging players are Labster, Mursion and STRIVR.
Does VRCORE Education have an API?
No public API is recorded for VRCORE Education.
What industry is VRCORE Education in?
VRCORE Education's product category is K-12 Educational VR Experiences. Its primary akta.pro industry code is EDAFAJAG, Virtual Field Trips & Experiential Learning Environments (Museums, Geography, History), with a secondary code of EDAJADAE, Virtual School Course Providers (Single-Course/Part-Time Enrollment). Its NAICS code is 61 and its SIC code is 8200.