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.
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.
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.
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.