
The machinery of a cell is invisible, and memorizing it rarely sticks. The project started with a simple thesis: students learn better when their bodies are involved.
The design problem
Protein synthesis, like a lot of biology, is usually taught as something to memorize. We wanted to get students to actually carry out the process themselves, inside real classrooms.
That gave us two problems:
- Actions, not lectures. How do you build a protein synthesis lesson around taking action, not watching animations or listening to long explanations?
- One room, one class period. It had to deploy straight into public school science classes, so the whole experience had to fit a 45-minute period and a cramped classroom.

The setup
VR answered the first problem: students can shrink down to go inside of a cell and do protein synthesis with their hands.
Cross-platform multiplayer answered the second. A cramped classroom can't fit thirty headsets, so students work in pairs, one in VR and the other on a laptop running mission control. For first-time VR users, that partner keeps them grounded; talking it through together is part of how the lesson sticks.

The interactions
Each pair pilots a macrophage, an immune cell, from the inside, building the proteins it needs to fight infection. Mission control works the nucleus from the web app, transcribing the gene and sending the mRNA out through the nuclear pore. The VR student catches it, carries it to the ribosome and takes the new protein through packaging until it's ready to use against pathogens.
Outside the cell, students use their own arms to steer the macrophage's pseudopods, grabbing pathogens and pulling them in. Every big idea in the lesson is something students can physically do as part of one mission.

What the research found
Nano was the subject of an independent, federally funded randomized controlled trial conducted by WestEd under an NIH FastTrack SBIR grant. 1,000 students in Los Angeles Unified School District took part: 500 used Nano, and 500 were the control group.
The findings confirmed what we set out to prove: embodied learning works. Students who used Nano showed near-statistically significant increases in science confidence, especially in their ability to collect and interpret data and connect new learning to what they already knew. Treatment students also showed near-significant increases in finding science enjoyable and seeing themselves as "science people."
The research also showed us where we fell short. Students struggled when they had to context-switch between headset and screen-based materials, and they needed more in-VR guidance beyond day one. Those findings directly shaped how we approached instruction design in subsequent versions.

The launch
After the research wrapped, we built the final version for our second district, Dallas Public Schools. We refined the interaction flow and added tutorials and hints throughout, so later class sessions ran more smoothly. After a successful quarter in 15 classrooms at one school, Dallas made Nano required curriculum for every high school in the district for the years to follow.
We also adapted it into a single-player game for commercial release. That version shipped on Meta Quest in 2023 with a 4.9★ rating and was named Meta's Best App of 2023.
The moment that stayed with me happened in a classroom: a student fresh out of the headset, explaining the cell to the classmate about to go in.
