VRScience
VRScience Lerntechnologie GmbH is a Berlin-based EdTech company that develops VR learning systems and curriculum-aligned content for German schools, leveraging the Digitalpakt Schule government funding program to deliver turnkey hardware, software, and training solutions.
- Company typePrivate
- Founded2019
- HeadquartersBerlin, Germany
- Headcount11–50
- GTM typeB2B
- OfferingSoftware
What VRScience does
VRScience Lerntechnologie GmbH is a Berlin-based EdTech company founded in 2019 that develops and delivers virtual reality learning systems to German schools. The company sells standalone Pico VR headsets bundled with curriculum-aligned learning content covering 14 subjects, designed for German secondary schools (Mittel-/Realschulen, Gesamtschulen, Gymnasien). Content is developed collaboratively with a network of 5 pilot schools and 100+ educators holding the German second state examination, with a pipeline target of 500 learning sequences by the end of the Digitalpakt Schule government digitization program. The company's core technology layer is a proprietary software ecosystem including Galileoo (privacy-compliant learning platform, GDPR/DSGVO-compliant), VR-Themen (topic prioritization via teacher voting), VR-Trainings (student VR presentation creation), VRPlaner (headset scheduling), EMA (Digitalpakt funding application assistant), and EOS (internal peer review tool). The hardware operates independently of internet connectivity, addressing the limited Wi-Fi infrastructure in many German schools.
The company operates a direct-sales enterprise GTM model targeting school administrators and school authorities, supported by presence at education conferences (Didacta, Deutscher Schulleiterkongress) and earned media coverage in major German publications (Handelsblatt, Die Welt, Frankfurter Allgemeine). Revenue is generated through one-time hardware and software license sales (no subscription fees), with professional services for training, implementation, and ongoing technical support. The primary economic driver is the German Digitalpakt Schule program, which covers 90% of implementation costs for curriculum-aligned solutions, leaving schools to pay only 10% of total package costs. The company exploits this regulatory tailwind by handling the full Digitalpakt application process for schools through its EMA tool, providing a turnkey solution covering procurement, hardware/software delivery, teacher training, and ongoing support. The company's stated target market is over 40,000 schools across Germany's 16 federal states, with secondary schools as the initial focus and primary schools, vocational schools, and universities as future expansion targets.
VRScience firmographics
Firmographics- Name
- VRScience
- Legal name
- VRScience Lerntechnologie GmbH
- Website
- https://www.vr-lt.de
- Company type
- Private
- Founded year
- 2019
- Operating status
- Operating
- Headcount range
- 11–50 employees
- Short description
- VRScience Lerntechnologie GmbH is a Berlin-based EdTech company that develops VR learning systems and curriculum-aligned content for German schools, leveraging the Digitalpakt Schule government funding program to deliver turnkey hardware, software, and training solutions.
- Ownership category
- akta.pro rank
VRScience industry classification
Industry- Product category
- Educational VR Technology
- NAICS
- Educational Support Services (61171)
- SIC
- Services-Educational Services (8200), Services-Prepackaged Software (7372)
- akta.pro primary industry
- Simulation-Based Learning & Virtual Labs (EDAGAEAG)
- akta.pro secondary industries
- AR/VR & Immersive Learning Content Development (EDAGAKAI), STEM & Lab Simulation Media (Virtual Labs, AR/VR) (EDAGALAF), Creator Tools & Content Pipelines for Immersive Learning (VR lesson builders, 3D asset workflows) (EDAFAJAL)
Keywords
Where VRScience is headquartered
LocationHeadquarters
- HQ city
- Berlin
- HQ country
- Germany
- HQ region
- Europe
Offices1 record
Markets served
VRScience business model
Business model- GTM type
- B2B
- Offering type
- Software
- Cost components
- Personnel, Technology or R&D, Marketing or Sales, Supply Chain, Operations
Revenue model
- Hardware Sales: Sale of VR hardware including VR glasses (Pico), controllers, and transport/charging cases. Hardware is adapted to school use requirements and comes with internal storage and controllers.
- Software Licenses: One-time licensing fees for VR learning software and content. No subscription fees required - schools make single payments. Learning programs are regularly updated with new content.
- Professional Services: Implementation support, teacher training, and ongoing technical support services. Includes support via phone, video call, webinar, email, and on-site service.
Pricing tiers
| Model | Billing | Price |
|---|---|---|
| One time/ perpetual license | Multi-year contract | Digitalpakt-Funded Package |
Go-to-market motion2 records
Distribution channels3 records
Marketing channels9 records
VRScience product offering
Product offeringCore offering
VRScience develops and delivers turnkey VR learning systems for German schools, bundling Pico VR headsets with controllers and charging cases, proprietary curriculum-aligned learning software, and teacher training plus ongoing technical support. The company builds its own software ecosystem including the Galileoo learning platform, VR-Themen topic prioritization tool, VR-Trainings student creation tool, VRPlaner scheduling system, and EMA Digitalpakt funding application assistant. Content is co-developed with 100+ certified educators across 14 subjects and is sold primarily through Germany's Digitalpakt Schule 90% funding program to secondary schools.
Product overview
VRScience Lerntechnologie is a VR/AR learning technology provider for German schools offering a unified ecosystem consisting of core VR learning technology (3D immersive glasses with curriculum-aligned content), combined with proprietary software tools including Galileoo (privacy-compliant learning platform), VR-Themen (topic prioritization), VR-Trainings (student VR presentation creation), VRPlaner (headset scheduling), and EMA (Digitalpakt application assistant). The ecosystem also includes OVS (Online Vertretungs-Schule) for teacher shortage solutions and EOS for internal staff coordination. The company provides an All-in-One package including hardware procurement, software deployment, teacher training, and ongoing technical support.
Differentiator
Problem solved
Functional benefit
Brands
- Galileoo: A data protection-compliant teaching and learning platform developed for teachers to collaboratively develop and review VR learning programs across subject areas.
- VR-Themen
- VR-Trainings
- OVS (Online Vertretungs-Schule)
- EMA (Antragsassistent)
- VRPlaner
Products and services
- VRScience VR-Lerntechnologie System
- Galileoo
- VR-Themen
- VR-Trainings
- VRPlaner
- EMA (Medienentwicklungsplan Antragsassistent)
- OVS (Online Vertretungs-Schule)
- Pico VR Hardware Bundle
Quantifiable outcome
- Learning success guaranteed through multisensory VR experience
- +3 more outcomes
Companies that use VRScience
Customer profileNamed customers1 record
Segments5 records
Ideal customer profiles1 record
VRScience technology and API
TechnologyTechnology focussed Yes
API detail
- Has API
- No
- API docs
- API detail
Core technology
AI maturity
App detail
Feature6 records
VRScience partnerships and signals
Strategic signalScale indicators8 records
Recent moves6 records
Expansion highlights5 records
VRScience competitors and assessment
Company assessmentDirect peers
- Avantis Systems (ClassVR): Avantis Systems sells ClassVR, a turnkey VR classroom solution with managed headsets, content library, and teacher portal widely adopted across European schools. It is the closest direct competitor to VRScience in the K-12 immersive learning space, sharing the same hardware-plus-curriculum model.
- Labster: Labster provides virtual science lab simulations used by schools and universities for STEM instruction, particularly in biology, chemistry, and physics. It is directly comparable to VRScience's STEM learning sequences and lab simulation use cases.
- zSpace: zSpace provides AR/VR learning stations and curriculum-aligned STEM content for K-12 and career technical education. It overlaps with VRScience's immersive STEM and vocational learning offerings.
- Veative: Veative offers VR-based curriculum-aligned learning modules across STEM, geography, and language subjects for schools, often bundled with headsets. It targets the same curriculum-driven VR classroom use case as VRScience.
- CoSpaces Edu: CoSpaces Edu lets students and teachers build, explore, and share VR content within a school-focused creation platform. It overlaps with VRScience's VR-Trainings student-creation feature and Galileoo collaboration platform.
- Engage (by Immersive VR Education): Engage is a VR collaboration and learning platform used by universities, schools, and enterprises for virtual classrooms and training. It overlaps with VRScience's Galileoo platform and immersive learning use cases.
Broad incumbents
- Lenovo (ThinkReality / VR Classroom): Lenovo sells ThinkReality VR headsets and education-focused hardware bundles for K-12 and enterprise training. It competes with VRScience's Pico-based hardware offering at a broader, more scalable level with global reach.
- Pico (ByteDance): Pico is VRScience's hardware supplier and the broader Chinese-owned consumer VR headset brand with its own education programs and content partnerships. As VRScience's primary hardware platform, Pico shapes both the company's costs and competitive positioning.
- Microsoft (Minecraft Education / Mixed Reality): Microsoft offers Minecraft Education and Windows Mixed Reality headsets used in K-12 immersive learning. As a global incumbent, it represents a large-scale alternative that schools may default to over specialized VR platforms.
- Discovery Education: Discovery Education provides a broad digital K-12 content platform with VR/AR components (including former Discovery VR/Google Expeditions content) and is a long-standing incumbent in the school digital content market.
Market position
Strengths5 records
Weaknesses5 records
Competitive moat5 records
Key risks6 records
Key highlights7 records
Customer concentration
VRScience social profiles
Digital presenceVRScience compliance and trust
Trust signalCompliance1 record
VRScience financial estimates
Financial estimateRevenue estimate
Valuation estimate
VRScience leadership team
Management profileNumber of profiles
Profiles2 records
VRScience funding detail
Funding detailFunding overview
Funding rounds
Investors
Funding detail is available on the Subscription and Enterprise plan.Contact sales →
VRScience 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 VRScience
What does VRScience do?
VRScience develops and delivers turnkey VR learning systems for German schools, bundling Pico VR headsets with controllers and charging cases, proprietary curriculum-aligned learning software, and teacher training plus ongoing technical support. The company builds its own software ecosystem including the Galileoo learning platform, VR-Themen topic prioritization tool, VR-Trainings student creation tool, VRPlaner scheduling system, and EMA Digitalpakt funding application assistant. Content is co-developed with 100+ certified educators across 14 subjects and is sold primarily through Germany's Digitalpakt Schule 90% funding program to secondary schools.
Is VRScience a public or private company?
VRScience is a private company. It is classified as founder individual operated bootstrapped and is currently operating.
When was VRScience founded?
VRScience was founded in 2019. It employs 11 to 50 people.
Where is VRScience based?
VRScience is headquartered in Berlin, Germany, in the Europe region.
How does VRScience make money?
Three revenue lines are on record. Hardware Sales are the primary driver. The others are software Licenses and professional Services.
Who are VRScience's main competitors?
Direct peers on record are Avantis Systems (ClassVR), Labster, zSpace, Veative, CoSpaces Edu and Engage (by Immersive VR Education). Broad incumbents are Lenovo (ThinkReality / VR Classroom), Pico (ByteDance), Microsoft (Minecraft Education / Mixed Reality) and Discovery Education.
Does VRScience have an API?
No public API is recorded for VRScience.
What industry is VRScience in?
VRScience's product category is Educational VR Technology. Its primary akta.pro industry code is EDAGAEAG, Simulation-Based Learning & Virtual Labs, with a secondary code of EDAGAKAI, AR/VR & Immersive Learning Content Development. Its NAICS code is 61171 and its SIC code is 8200.