The solution: Immersive gamification using virtual reality
We have developed a virtual reality application comprising three interactive activities designed for Meta Quest devices. Two of these experiences immerse the user inside a giant computer, where they must solve puzzles by searching for key objects. This visual metaphor allows users to familiarise themselves with the hardware and the underlying logic of the technology in an engaging and surprising way.
The third activity harnesses the potential of 360° imagery to offer virtual tours around the world. By using standalone virtual reality headsets, we eliminate the need for external computers or cables, ensuring the portability required for mobile classrooms. This combination of cutting-edge hardware and educational software has made the training sessions a memorable experience for participants.





- Virtual environment of a computer on a giant scale to aid technical understanding
- Available on Meta Quest devices for maximum wireless freedom
- A wide range of content, from solving logic puzzles to 360° video experiences
- Simplified interaction design for users with no previous experience of VR
Key findings
The project has succeeded in making cutting-edge technology accessible to everyone across the Region of Murcia. By integrating virtual reality into Silman 97’s mobile classrooms, it has managed to engage people who traditionally feel disconnected from digital technology. The results show that gamification significantly reduces tech anxiety and improves retention of basic IT concepts and safe browsing practices.
Beyond the figures, the main benefit has been genuine inclusion. The user-friendliness of virtual reality and the appeal of the experiences developed have led to more than a hundred people signing up for advanced courses following their first encounter with VR. This project demonstrates that immersive technology is a powerful tool for ensuring that no one is left behind in the digital age.









