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VRScience

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uuid00s9uwe

Namestring
VRScience
Legal namestring
VRScience Lerntechnologie GmbH
Company typeenum
Private
Founded yearint
2019
Descriptiontext

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.

Short descriptiontext

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.

Operating statusenum
Operating
Ownership categoryenum
Headcount rangeband
11–50
akta.pro rankint
HeadquartersBerlin, Germany
HQ citystring
Berlin
HQ countrystring
Germany
HQ regionstring
Europe
Markets served

Serves global market

Offices1 record

Each record includes

City, Country, Type, Description, Source

Keyword5 values
virtual reality education, immersive learning technology, curriculum-aligned VR content, educational VR hardware, school digitization solutions
Industry4 codes
1Simulation-Based Learning & Virtual Labs
CodeEDAGAEAGPrimaryYes
2AR/VR & Immersive Learning Content Development
CodeEDAGAKAIPrimaryNo
3STEM & Lab Simulation Media (Virtual Labs, AR/VR)
CodeEDAGALAFPrimaryNo
4Creator Tools & Content Pipelines for Immersive Learning (VR lesson builders, 3D asset workflows)
CodeEDAFAJALPrimaryNo
NAICS code1 code
  • Educational Support Services61171
SIC code2 codes
  • Services-Educational Services8200
  • Services-Prepackaged Software7372
Product category
Educational VR Technology
GTM motion2 records

Each record includes

Type, Description, Source

Revenue model3 records
1Hardware Sales
TypeHardware Sales
Description

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.

vr-lt.de
2Software Licenses
TypeOne Time License
Description

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.

vr-lt.de
3Professional Services
TypeProfessional Services
Description

Implementation support, teacher training, and ongoing technical support services. Includes support via phone, video call, webinar, email, and on-site service.

vr-lt.de
Marketing channels9 records

Each record includes

Title, Type, Stage, Description, Source

Distribution channels3 records

Each record includes

Title, Type, Scope, Target buyer, Description, Source

Cost components5 values
Personnel, Technology or R&D, Marketing or Sales, Supply Chain, Operations
Pricing details1 tier
1Digitalpakt-Funded Package
ModelOne time/ perpetual licenseBilling cadenceMulti-year contract
Notes

90% of costs covered by Digitalpakt Schule funding; schools pay only 10% of total package including hardware, software, training, and support

vr-lt.de
GTM typeB2B
B2B
Offering typeSoftware
Software
Brand1 of 6 records shown
1Galileoo
Description

A data protection-compliant teaching and learning platform developed for teachers to collaboratively develop and review VR learning programs across subject areas.

vr-lt.de
+5 more records
Core offering1 text field

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.

Differentiator
Functional benefit
Problem solved
Quantifiable outcome1 of 4 values shown
  • Learning success guaranteed through multisensory VR experience
+3 more records
Product overview1 text field

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.

Product and service8 records
1VRScience VR-Lerntechnologie System
CategoryCore VR Learning Platform
2Galileoo
CategoryTeacher Collaboration Platform
3VR-Themen
CategoryTopic Prioritization Tool
4VR-Trainings
CategoryStudent Content Creation Tool
5VRPlaner
CategoryResource Scheduling Software
6EMA (Medienentwicklungsplan Antragsassistent)
CategoryFunding Application Assistant
7OVS (Online Vertretungs-Schule)
CategorySubstitute Teacher Coordination Platform
8Pico VR Hardware Bundle
CategoryVR Hardware
Scale indicator8 records

Each record includes

Type, Value, Description, Source

Recent move6 records

Each record includes

Date, Type, Title, Description, Source

Expansion highlight5 records

Each record includes

Type, Description

Peers10 records
1Avantis Systems (ClassVR)
TypeDirect peer
Description

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.

2Labster
TypeDirect peer
Description

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.

3zSpace
TypeDirect peer
Description

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.

4Veative
TypeDirect peer
Description

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.

5CoSpaces Edu
TypeDirect peer
Description

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.

6Lenovo (ThinkReality / VR Classroom)
TypeBroad incumbent
Description

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.

7Pico (ByteDance)
TypeBroad incumbent
Description

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.

8Engage (by Immersive VR Education)
TypeDirect peer
Description

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.

9Microsoft (Minecraft Education / Mixed Reality)
TypeBroad incumbent
Description

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.

10Discovery Education
TypeBroad incumbent
Description

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

Each record includes

Headline, Details, Source

Weaknesses5 records

Each record includes

Headline, Details, Source

Competitive moat5 records

Each record includes

Type, Details

Key risks6 records

Each record includes

Headline, Details, Source

Key highlights7 records

Each record includes

Headline, Details, Source

Customer concentration

Classification, Details

Named customers1 record

Each record includes

Name, Industry, Type, Use case, Source, UUID

Segment5 records

Each record includes

Title, Type, Primary, Description, Pain point addressed, Use case, Source

Ideal customer profile1 record

Each record includes

Profile, Firmographic size, Sales motion, Sales cycle length, Buying structure, Purchase trigger, Buyer persona, Geography, Industry vertical, Primary use case, Description, Pain points, Evidence proof points, Target buyer

Technology focused
Yes
API detail
Has APIbool
No

Docs URL, Description

AI maturity
App detail

Has app

Feature6 records

Each record includes

Title, Differentiator, Description, Source

Core technology
Revenue estimate
Valuation estimate
Number of profiles
Profiles2 records

Each record includes

Name, Designation, Designation category, Overview, Profile commentary, Source

No data
Compliance1 record

Each record includes

Name, Class, Description

Funding overview

Funding stage, Last funding date, Total funding USD

Funding rounds

Each record includes

Round, Amount USD, Date, Pre money valuation, Total investors, Investors, News

Investors

Each record includes

Name, Type, Date of entry, Rounds participated, Website

Funding detail is available on the Subscription and Enterprise plan.Contact sales →

M&A

Each record includes

Name, Acquisition type, Announced date, Completed date, Status, Website, News

Investment

Each record includes

Name, Round, Announced date, Lead investor, Website, News

M&A and investment is available on the Subscription and Enterprise plan.Contact sales →

VRScience

Educational VR Technologyvr-lt.de

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.

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

  • Virtual reality education
  • Immersive learning technology
  • Curriculum-aligned VR content
  • Educational VR hardware
  • School digitization solutions

Where VRScience is headquartered

Location

Headquarters

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

  1. 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.
  2. 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.
  3. 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

ModelBillingPrice
One time/ perpetual licenseMulti-year contractDigitalpakt-Funded Package

Go-to-market motion2 records

Distribution channels3 records

Marketing channels9 records

VRScience product offering

Product offering

Core 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 profile

Named customers1 record

Segments5 records

Ideal customer profiles1 record

VRScience technology and API

Technology

Technology focussed Yes

API detail

Has API
No
API docs
API detail

Core technology

AI maturity

App detail

Feature6 records

VRScience partnerships and signals

Strategic signal

Scale indicators8 records

Recent moves6 records

Expansion highlights5 records

VRScience competitors and assessment

Company assessment

Direct 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 presence

VRScience compliance and trust

Trust signal

Compliance1 record

VRScience financial estimates

Financial estimate

Revenue estimate

Valuation estimate

VRScience leadership team

Management profile

Number of profiles

Profiles2 records

VRScience funding detail

Funding detail

Funding overview

Funding rounds

Investors

Funding detail is available on the Subscription and Enterprise plan.Contact sales →

VRScience M&A and investment

M&A and investment

M&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.

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