XTOPIA. Your Personalized 3D School in the Metaverse
THE PROBLEM OF STUDENT DISENGAGEMENT
Student disengagement takes a variety of forms, and manifests on a spectrum going from not paying attention, not completing school work, disruptive behavior, withdrawal, underachievement, truancy and finally, school refusal. Disengagement in the classroom can be detrimental to student retention and learning, and can have lifelong consequences by stunting an individual’s future prospect for growth, independence and prosperity.
THE SCALE OF THE PROBLEM
A Gallup study showed that 24 percent of fifth graders were disengaged in the United States. That percentage grew to 39 percent for middle school students and 56 percent for students in high school. (And that 56 percent doesn't include all those disengaged youths who had already dropped out.)
Sadly, dropping out does remain an option for many young people — 1.3 million students leave high school each year without a diploma.
WHY IT PERSISTS
There are several things that might help to explain why this is happening -- ranging from our overzealous focus on standardized testing and curricula to our lack of experiential and project-based learning pathways for students -- not to mention the lack of pathways for students who will not and do not want to go on to college. (Gallup) Young people feel that who they are and what they want to become doesn’t matter to teachers and schools. While students are required to fit into a restrictive school structure, culture, and curriculum, schools do little to fit themselves to their students.
IN SHORT
Learner disengagement is correlated with a :
lack of personalization of the learning experience,
lack of experiential learning,
lack of connection with the real world and real-world outcomes that learning can help students access.
XTOPIA is a web-based social virtual reality platform which empowers learners to meet with instructors in experiential learning environments via personalized photo-realistic avatars, and to design their own interactive and experiential 3D classes, and . In this 3D school in the metaverse, which can be accessed in person or remotely, students can teleport to Antarctica for biology class, learn science on Mars, climb fractal pyramids in mathematics class, time-travel during History class, among other transformative engaging experiences.
Personalized Avatars for Embodied Student-Focused Learning
The XTOPIA platform allows students and teachers to automatically generate — via our machine learning-powered app — full-body 3D animated avatars of themselves based on a single input: a 2D photo they either snap by activating their webcam or by uploading it to the server. The platform then allows them to customize via avatar blend shapes the appearance of their 3D avatars (size, proportions of its limbs, etc.) and their 3D clothing.
Experiential Classrooms for Engaging and Immersive Learning
After having customized their avatar and its clothing, the learner can then log into the 3D school lobby, meet students and teachers who are also tele-present in the shared CG environment, via their own personalized and photorealistic avatars — in a similar way as they would in the physical world. From the 3D school lobby, the learner can then direct themselves in 3D towards the interactive classrooms they are expected to attend depending on the school schedule of the day.
If it is a English class for instance, learners will be directed to any of the English learning classrooms which are designed to be thought-provoking in order to drive student engagement: e.g. users can learn/teach English from the deck of a 3D ferry going around the Statue of Liberty, on a 3D Golden Gate Bridge overlooking the San Francisco Bay, or even from a 3D re-enactment of the Oval Office in the White House.
If it is History class time, then learners will log in the 3D Sistine Chapel in the Vatican, or will teleport to the top of the 3D re-enactment of the 5th century BC Acropolis to learn about the origin of democracy, or even further in time, can explore the Ziggurat of Ur in the 2nd millenium BC to immerse in ancient civilizations.
Student-Designed Learning Worlds
The learner logs in and accesses a user-friendly web-based 3D classroom editor.
The educator can either drag-and-drop professionally designed ready-to-learn template worlds, build their own 3D classroom by dragging and dropping elementary classroom 3D assets (tables, chairs, whiteboard) through a WYSIWYG (« what you see is what you get ») interface.
The learner can then review the 3D learning world created in an intuitive viewport and export the scene to the 3D School Platform: a URL is automatically generated as soon as the user publishes the scenes and now the user can invite their peers by sharing the URL with the room code and password.
A Career Simulator to Bridge the Gap between Learning Paths and Real-World Outcomes
At XTOPIA, learners can also access our immersive career simulator which empowers them to test-drive different professional futures, teleport and virtually visit workplaces, embody inspiring professionals. This allows learners to realize that their learning paths can have very real-world learning outcomes, and it helps them connect the dots between the learning they do at school and the kind of life they can then aspire to. It makes learning so much more concrete and pragmatic, which helps re-engage learners.
Existing Features Depending on User Type: Student / Teacher / Administrator
Whether the user is a student, teacher or administrator, they will have different set of permissions and features available to them to allow them to perform their learning, teaching, administrating tasks.
Below is a list of features that are available for all users within 3D interactive classrooms:
- Interacting remotely via avatars: voice / chat / pre-baked avatar animations to greet, clap, thank, etc,
Screen sharing,
Webcam sharing.
Below is the list of features that are specific to the teacher and the administrator:
Presenting an image / video / powerpoint slide deck on a 3D screen,
Placing a 3D object in 3D space inside of the immersive classroom,
Use a pen tool to point to specific direction in 3D space and/or in slide deck, or draw on white board,
Muting or kicking a student out of the 3D classroom as part of a gradual in-VR disciplinary framework.
A Hardware-Agnostic Platform to Enable Frugal and Rapid Deployment
This 3D school is built on a web virtual reality (webVR) framework which makes it accessible from any browser on any device (virtual reality headsets, tablets, smartphones, PCs). The user simply needs to input the URL of the school lobby in their browser on the device that is available to them, and is seamlessly connected to the 3D school. There is no need for any bespoke expensive hardware to learn and teach remotely, which makes this 3D school’s technological framework instantaneously scalable and truly inclusive.
This cloud-based virtual reality platform is by design hardware-agnostic and is accessible via an internet browser on the following devices:
Personal Computer / Desktop + laptop (both Mac and PC)
Tablet
Smartphone
Standalone VR headset (e.g. Oculus Quest 2, HTC Vive)
Mobile VR headset (compatible with a smartphone, both Android and iOS) and a bluetooth gamepad controller (e.g. XBOX controller or affiliated)
WHO THE TARGET POPULATION IS
Our solution targets the three most common profiles of disengaged learners:
(1) behaviorally disengaged, not involved in academic and social or extracurricular activities
(2) emotionally disengaged: learners who demonstrate negative reactions to teachers, classmates, academics, and school
(3) cognitively disengaged: learners who lose interest in thought processes and intellect.
THE NEEDS OF THE TARGET POPULATION
Generation Z and Alpha are already fully engaged with gaming-oriented tools and services which are considered today to be « proto-metaverse » platforms.
According to Roblox’ CEO, David Baszucki, Roblox’ proto-metaverse matches the social and gaming preferences and desires of Generations Z and Alpha:
Identity – avatars that reflect players’ real or imagined selves and remain present and consistent everywhere,
Friends – the ability to socialize and play with real-world friends but also befriend and interact with others in-world,
Immersiveness – engagement with a fully-formed alternative world,
Ubiquity – the ability to create and play from anywhere, on all types of devices,
Variety – accommodation of diverse user interests and habits, via deep, wide content,
Low friction – easy onboarding and transitions, to encourage trying new things.
This list is an accurate description of the different features of the 3D School Platform, which allows for an embodied, personalized, social and immersive learning experience accessible from any device.
HOW THE SOLUTION SERVES THE TARGET POPULATION
We engage learners cognitively by incorporate technology. The targeted learners may have a low didactic literacy in a variety of subject-matters, but have high technological literacy. We incorporate cutting-edge tech such as machine learning and web-based social virtual reality in the classroom to drive student’s self-learning.
We enable learners to build their own learning social network. Learners can design their own 3D worlds and invite their peers to share a learning journey together: it is an open forum which allows students to interact with one another while completing homework and ask questions to faculty.
We empower learners to directly dive into the “Why?". We connect what learners are learning to the larger context. Coding class is conducted in the middle of a motherboard, biology class is conducted in the middle of a 3D garden where they can experience photosynthesis from the perspective of a flower, etc.
We harness a visual and music-smart learning platform to appeal to different types of intelligences. The 3D school platform enables learning that engages multiple learning types (auditory, visual, kinetic) and that can enhance the overall learning experience.
We put learners' sense of agency and creativity front and center. Learners fully participate in the collective co-creation of learning worlds they can share with their peers.
WHAT WE DO TO IDENTIFY NEEDS
- Partnerships: We partnered with community groups both in the Miami-Dade area and in France to do preliminary virtual reality demos and source information from the get-go as we started developing the platform.
Observation: While we were conducting virtual reality demos to test out a variety of prototypes and content types (360° videos / 3D CGI worlds), we observed how learners engaged with the hardware and software, how easily they picked up on the technology.
Interviews: We were also able to conduct interviews with learners to challenge our assumptions, and get a sense of what their main points were, and how we could best address them. We tested our interface with them to see how easy to use it was for them to adopt it with minimal training.
Our team is internationally recognized for its pioneering VR initiatives for social impact in a variety of sectors: healthcare, education, peacebuilding. We are currently delivering 3 different metaverse-oriented projects for the government on three different continents, in the USA, Europe and Asia: with local government (Miami-Dade County Public Schools), with the US federal government (United States Institute of Peace - Pakistan Branch) and with the French government. Last year, we were awarded an innovation prize from the US National Academy of Medicine for our groundbreaking work in VR for the mental well-being of older adults.
Our team has the much needed experience and interdisciplinary expertise it takes to deliver scalable edtech impact through immersive technology: 3D modeling skills, webVR development competencies, direct experience in the field of education, major govtech precedents.
Our team is also representative of the population we are aspiring to serve. Our talented 3D artist, Reda Tinebinal, stems from the Moroccan beach town of Agadir and is the first person in his family to graduate from college and to hold a higher education degree. He has directly witnessed and experienced the transformative power of education and its ability to open up doors. In that respect, he is extremely eager to give back and offer unique educational opportunities to youth that might not be so fortunate as him.
We were invited at the 2020 World Expo as speakers to talk about our VR projects. Here is our manifesto in one of the Expo books: https://www.worldmajlisseries....
- Enable personalized learning and individualized instruction for learners who are most at risk for disengagement and school drop-out
- Growth
We are applying to SOLVE because we inherently believe in its global community of creative social entrepreneurs and its crowdsourcing methodology. We believe we can find our next team member or next client at a SOLVE stakeholder meeting because we will be reunited with teams who are driven by the same insatiable thirst for scalable tech-enabled solutions to humanity’s most pressing challenges.
We know that the SOLVE team of mentors most probably has already tackled the challenges we will face tomorrow and we would greatly appreciate the game-changing opportunity to benefit from world-class guidance.
Through SOLVE's extensive network, we hope to grow and scale much more rapidly. We have already proved that this technology works and yields real-world benefits for students re-engagement. Now we are in the perfect position to bring this solution to more public school districts and private schools around the nation.
- Product / Service Distribution (e.g. expanding client base)

CEO