CLIENT

LCR LOCAL AUTHORITY

PARTNERS

M7 VIRTUAL

INDUSTRY

EDUCATION

Project Explore

Virtual Work Experience for SEND Students

Project Explore was developed to address the challenges faced by students with Special Educational Needs and Disabilities (SEND) in accessing work experience. Initially conceived by Claire Caddick, the SEND Lead at Abbot's Lea School in Liverpool, this project aimed to use virtual reality (VR) to overcome the barriers SEND students face when participating in traditional work placements.

IMPACT SO FAR

6,500+

students across the Liverpool City Region have participated in the workshops.

97%

of students reported feeling more prepared and confident about entering a real workplace after going through just one Project Explore module.

1
Challenge
SEND students face significant barriers to participating in traditional work experience due to social anxieties, low self-esteem, and the pressures of unfamiliar environments. Despite this, they are still required to meet the same work experience benchmarks as their peers, which creates a need for an alternative approach that accommodates these challenges.
2
Solution
Juice partnered with Abbottsley School and the Regenda Group to create a virtual reality (VR) module simulating real-world work environments. The immersive VR experience allowed students to practice key work skills, such as independent travel and job tasks, in a safe, familiar setting. Additional modules with Knowsley Safari Park and Shorten Group expanded the range of industries students could explore.
3
Impact
Project Explore significantly boosted students’ confidence, with 97% feeling more prepared for real-world work placements. Over 6,500 students have participated across the Liverpool City Region, showcasing the project’s effectiveness in reducing anxiety and increasing work readiness for SEND students. The initiative is now seen as a model for using VR in education and inclusion, with plans for national expansion.

Overcoming Barriers to Physical Work Experience

For many SEND students, entering a physical workplace poses significant challenges due to social anxieties, low self-esteem, and unfamiliar environments. Despite this, the UK’s Department of Education, through the Gatsby Benchmarks, requires SEND students to meet the same work experience targets as mainstream students, without accommodations for these challenges.

Claire Caddick saw VR as a potential solution—allowing students to experience a workplace in a familiar environment without the immediate pressures of social interaction or physical presence. The idea was to bring the workplace experience to the school, allowing students to immerse themselves virtually before considering an actual work placement.

Immersive VR Experiences for Work Readiness

Juice partnered with Caddick and the Regenda Group to develop a pilot VR module. This module simulated a day at Regenda Housing, including independent travel, to help students practice important work skills. The immersive experience started with a VR bus journey, where students would hail the bus, pay using contactless, and ring the bell to indicate their stop—providing a realistic, low-pressure introduction to independent travel.

Once inside Regenda’s workplace, students were exposed to different roles through VR, including office tasks and interactions with employees. The experience was designed to replicate key moments of a workday, offering students a comprehensive, albeit virtual, introduction to the professional world.

Subsequent modules were developed in collaboration with Knowsley Safari Park and the advanced manufacturing company, Shorten Group. Each experience was tailored to showcase a variety of roles within those industries, offering students insights into careers they might never have considered.

Storyboarding and Collaboration

Juice worked closely with stakeholders at each organization to develop narrative arcs for the VR experiences. Storyboarding was a key aspect of the process, ensuring that each module provided a seamless and realistic day-in-the-life experience. For instance, at Knowsley Safari Park, the module was designed to feature both “cool” roles, like animal caretakers, as well as essential operational jobs, such as catering and admissions.

A unique aspect of Project Explore was how Juice handled the talent for the VR films. The staff of each partner organization became the stars of the show, playing themselves and showcasing their real jobs. This approach made the experience relatable and authentic for the students.

Building Confidence and Reducing Anxiety

One of the most significant outcomes of Project Explore has been the increase in students’ confidence levels. According to post-experience surveys, 97% of students reported feeling more prepared and confident about entering a real workplace after going through just one Project Explore module. Over 6,500 students across the Liverpool City Region have participated in the workshops, demonstrating the program’s widespread impact.

Furthermore, Project Explore has become a flagship example of how VR can be used to address real-world problems. It has received positive feedback from various stakeholders, and Claire Caddick, along with Juice, has presented the project at numerous industry events and webinars.

Expanding the Project

Project Explore continues to evolve, with new modules in the pipeline focused on the transport sector, covering buses, ferries, and rail. The project has also attracted interest from the National Careers and Enterprise Company, which is exploring the possibility of scaling the project nationwide. Future plans include expanding the content for primary school students, further enhancing the impact of this already transformative project.

A Model for Applied XR

Project Explore exemplifies the potential of applied XR technology in addressing real-world challenges. By immersing SEND students in a safe, controlled virtual environment, the program has successfully reduced their anxieties about work placements, preparing them for the professional world in a way that traditional methods cannot.

The project’s success demonstrates how VR can be leveraged not just for entertainment but as a powerful tool for education, inclusion, and empowerment.