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Case Studies / HKBUAS Wong Kam Fai Secondary & Primary School — Designing "MindfulZone" with XRCC to Support ADHD Students' Emotional Regulation and Focus, Student Innovation (Primary) Certificate of Merit, ICT Awards 2025

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HKBUAS Wong Kam Fai Secondary & Primary School — Designing "MindfulZone" with XRCC to Support ADHD Students' Emotional Regulation and Focus, Student Innovation (Primary) Certificate of Merit, ICT Awards 2025

Students from HKBUAS Wong Kam Fai Secondary and Primary School used XRCC to create “MindfulZone”, an immersive emotional regulation experience designed to support primary students with ADHD.

Combining no-code XR creation, 3D scene building, breathing guidance, and Tai Chi-inspired movement, the project helps students slow down, practise focus, and regulate their emotions in a calming virtual environment.

The project was awarded at the ICT Awards 2025, demonstrating how student-created XR experiences can extend beyond classroom learning and respond to real school-based needs.

HKBUAS Wong Kam Fai Secondary & Primary School — Designing "MindfulZone" with XRCC to Support ADHD Students' Emotional Regulation and Focus, Student Innovation (Primary) Certificate of Merit, ICT Awards 2025
01
Context · Background

Background: Addressing students’ emotional and learning needs through immersive XR creation

Students from HKBUAS Wong Kam Fai Secondary and Primary School created “MindfulZone”, an immersive XR experience designed to support the emotional regulation and focus needs of primary students with ADHD.

Developed using XRCC’s No-Code AI × XR creation platform, the project was awarded at the ICT Awards 2025, demonstrating how student-led XR creation can address real needs within the school community.

Rather than treating XR as only a classroom technology tool, the students explored how immersive environments could be used to support mindfulness, emotional education, and student well-being.

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Project Details Student Innovation (Primary) Certificate of Merit
Category MedTech · SEN
Platform XRCC + vCAVE System
Team Students
Institution HKBUAS Wong Kam Fai Secondary & Primary School
Recognition ICT Award 2025
02
Challenge · Objectives

Objectives: Designing a calming virtual space for focus practice, mindfulness, and emotional regulation

  • The project aimed to create a calming virtual space where students could slow down, practise focus, and regulate their emotions through guided immersive activities.Through the project, students were encouraged to:
    • Understand the learning and emotional needs of ADHD students
    • Translate empathy and user observation into an interactive XR experience
    • Apply no-code XR creation, 3D scene building, and interaction design
    • Connect STEAM learning with real-life school support scenarios
    • Develop a project that could be experienced, demonstrated, and extended beyond the classroom
03
Solution

Using XRCC, the students designed an immersive “MindfulZone” that combines visual guidance, interactive prompts, mindfulness practice, and gentle physical movement.

The experience includes two key areas:

Breathing Practice Zone

Students designed a virtual breathing practice area that guides users through slow “ha”-style breathing exercises. Through calming visuals and interactive cues, users are encouraged to slow their pace, settle their emotions, and prepare themselves for focused learning.

Tai Chi Corner

The Tai Chi Corner allows users to follow movement prompts inside a virtual environment. By combining gentle body movement with mindfulness practice, the experience creates a calm and soothing space for emotional regulation.

Throughout the creation process, students did more than build a 3D environment. They considered user needs, designed interaction flows, and explored how breathing exercises, mindfulness, and movement could be meaningfully integrated into an immersive learning experience.

04
Results · Impact

Results: Showcasing how student-created XR can support real school well-being needs

  • “MindfulZone” shows how XRCC enables students to transform creative ideas into interactive, experience-based XR projects without coding barriers.The project helped students develop both technical and human-centred skills, including:
    • No-code XR creation and 3D scene development
    • User empathy and problem-solving
    • Interaction design and experience planning
    • Application of XR in emotional education and school support
    • Confidence in presenting student-created innovation beyond the classroom

    The project’s recognition at the ICT Awards 2025 further highlights how student-created XR work can extend from classroom learning into innovation competitions, showcasing the practical impact of school-based STEAM education.

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