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XR for Learning Showcase

Join us for a showcase for the XR for Learning community, for legislative and executive staff. As part of the ED Games Expo, this showcase will focus on how VR and AR technologies are being used to innovate learning and training, taking it to the next level.

Date & Time

Sep. 19, 2023
2:00pm – 4:00pm ET


Pearl Street Warehouse, 33 Pearl St SW, Washington, DC 20024


Join us for the XR for Learning Showcase, hosted by the Wilson Center's Serious Games Initiative, for a hands-on experience with XR, learning, and skilling. This invite-only satellite event of the 2023 ED Games Expo, brings together both small business developers, government representatives, industry partners, and organizations in the field of education to discuss innovation in virtual and augmented reality. What is the evidence of impact that we have in this field, and what is needed to innovate and hat is build capacity for XR to become a mainstream learning activity?


2:00 pm: Doors Open
2–3:00 pm: Panel discussion: Innovating Learning, Leveling Up Skilling

  • Elizabeth M H. Newbury, PhD, Director of the Serious Games Initiative, Wilson Center (Moderator)
  • Shaarik H. Zafar, U.S. Public Policy, External Affairs, Meta
  • Adam Seldow, Senior Director of Education Partnerships, Roblox
  • Alexandros Sigaras, Director, AI-XR Lab, Englander Institute for Precision Medicine
  • Sophia Moshasha, Chapter Vice President, VR/AR Association (VRARA), DC Chapter

3-4pm: Interactive Exhibits
Exhibitors Include the following federally-funded projects.


HistoryMaker VR by Schell Games

HistoryMaker VR is a virtual reality content creation tool where learners can embody and perform as famous U.S. figures. Students can create the scene, pick their props, upload and recite their script, and export their performance to share with classmates and teachers. Developed with funding from IES.

Contact Information: Danielle Wetzel (

GeoGebra Mixed Reality for Microsoft HoloLens2 by GeoGebra

This app includes several examples of 3D math objects that you can walk around in Windows Mixed Reality environment. Guided activities lead you to discover math in the real world by taking screenshots from different perspectives. This was developed with funding from 2020 IES/NCER grant award

Contact Information: Monique Zhou ( )

Looking Inside Cells by NYU CREATE

A set of collaborative mixed reality simulations to learn about middle school cell biology. In one simulation, players use cards with markers to add organelles to a simulation and then assemble a plant cell or animal cell. Developed by New York University’s CREATE Lab and Future Reality Lab with partial support from an NSF award in 2016.

Contact Information: Jan L. Plass ( )

Table Craft by Not Suspicious LLC

Imagine yourself as an interstellar culinary chemist, creating everyday miracles with state-of-the-art technology. Dive into our fast-paced, immersive VR game, transforming cutting-edge science into everyday items for our distinguished clients – a cosmic adventure awaits! Developed by Not Suspicious with funding from NSF SBIR.

Contact Information: John Ruiz ( )

BioDive, WaterWays, VenomCoLab by Killer Snails LLC

A game where middle school and high school students are marine biologists using virtual reality to investigate the delicate ecosystems of venomous marine snails. This was developed with support of an NSF SBIR in  2017.

Contact Information: Jessica Ochoa Hendrix ( )

EdScape XR by MindTrust

A virtual reality escape room for students to practice and learn middle school level math in collaboration with classmates. In development by Mind Trust with funding from ED/IES SBIR.

Contact Information: Mark Grossnickle (

VOISS by The University of Kansas

A virtual reality tool that was created to help middle school students learn and practice social skills by placing them in 140 different scenarios and having them play through the appropriate interactions. Developed with funding from the Office of Special Education Programs.  

Contact Information: Amber Rowland ( )

Mathfinder by Southern Methodist University

Play as a junior space explorer arriving on earth, document your findings in the real world by using your camera and audio to capture notes, pose your own math question and answer them. This work was supported by the National Science Foundation.   

Contact Information: Candace Walkington ( )

MindLabs by Explore Interactive, Inc.

The result of three years of effort and two Federal grants, including the National Science Foundation and the National Institute of Health MindLabs combines tech and real world play by encouraging platers to assemble 20+ cards into working circuits and connect them by drawing on the users touch screen.

Contact Information: Wesley Virt ( )  

Math: The Universal Language by 7 Generation Games

A bilingual (Spanish/English) augmented reality (AR) app for children ages 2 to 6 that teaches counting. Developed by 7 Generation Games with an award from USDA SBIR.

Contact Information: Maria Burns Ortiz ( )

Brush Up VR by GamesThatWork

A high-energy virtual reality toothbrushing game where children learn to clean all tooth surfaces—far beyond the few obvious places they typically brush. Developed by GamesThatWork witha 2011 NIH/NIDCR award.

Contact Information: Dov Jacobson ( )

Hyperskill by SimInsights

A Virtual Reality platform for high school teachers to create immersive content and explore careers in manufacturing as well as gain knowledge and skills. Developed by SimInsights with a 2017 ED/IES SBIR award and an NSF SBIR award.

Contact Information: Neil Waters ( )

Kasi by Alchemie

An inclusive, multi-sensory learning experience, where blind and visually impaired students work side-by-side with their sighted peers to solve structural puzzles in high school chemistry. Developed by Alchemie with an ED/IES SBIR award in 2020.

Contact Information: Julia Winter ( )

EcoSystemOne by UniVirtual Academy

A creator of Virtual Reality immersive game-based science quests (Mission to Mars, Climate Change, and Ocean Quest to name a few) for students (ages 11-15) to enhance knowledge and enthusiasm for science and to develop important skills such as collaboration, storytelling and creativity. Developed by EcoSystemOne through an award from NSF.

Contact Information: Marina Kolesnik ( )

This event is hosted and organized by the Wilson Center's Serious Games Initiative; the use of the space has been provided in-kind by the Entertainment Software Association.


Elizabeth Newbury Headshot

Elizabeth M H Newbury

Director of the Serious Games Initiative; Senior Program Associate, Science and Technology Innovation Program
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Hosted By

Serious Games Initiative

The Serious Games Initiative communicates science and policy complexities through the world’s most dynamic medium: gaming.  Read more

Thank you for your interest in this event. Please send any feedback or questions to our Events staff.