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STORIES · Project

Interactive AR/VR Storytelling Platform Turning Kids into Digital Creators for EdTech Publishers

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Imagine giving kids a digital sandbox where they draw characters, build 3D models, and watch them come alive through augmented reality on a tablet. That's what STORIES built — a storytelling platform where 10-to-12-year-olds create interactive ebooks by mixing art, science, and technology. They tested it with 3,000 students and 60 teachers across six countries, from Germany to Japan. The platform combines AR, VR, and 3D printing so students can hold their digital creations in their hands.

By the numbers
3,000
students participated in pilot testing
60
teachers involved in real-classroom pilots
6
countries where the platform was tested in schools
12
consortium partners across 8 countries
EUR 2,559,625
total EU contribution to the project
5
SMEs in the consortium
The business problem

What needed solving

Educational publishers and EdTech companies are losing young readers to passive screen time. Traditional ebooks and learning apps don't engage Generation Alpha the way interactive, creative tools do. There's a gap between what kids want to do with technology (create, explore, make) and what most educational platforms offer (read, watch, answer).

The solution

What was built

The team built the STORIES Storytelling Platform — a single environment where students create interactive multi-path ebooks using AR, VR, and 3D printing. Concrete deliverables include a first prototype (D4.1) used in initial pilots and a final prototype with user manual (D4.2) used in the second pilot phase, plus documentation from international school challenges.

Audience

Who needs this

Digital educational publishers looking for interactive ebook creation toolsEdTech companies building STEM learning platforms for primary schoolsChildren's museums and science centers seeking interactive exhibit technologySchool districts investing in creative technology-based curriculaAR/VR content companies expanding into the education market
Business applications

Who can put this to work

Educational Publishing
mid-size
Target: Digital textbook and ebook publishers

If you are a digital publisher struggling to make educational content engaging for Generation Alpha — this project developed a storytelling platform that lets students create interactive, multi-path ebooks with AR and VR elements. It was tested with 3,000 students across six countries, proving that kids actually use and engage with it. You could license the platform to add interactive ebook creation tools to your product line.

EdTech / Learning Platforms
SME
Target: Companies building STEM learning tools for K-6 education

If you are an EdTech company looking for proven ways to teach STEM through creative projects — this project built and piloted a platform where students combine science inquiry with artistic expression. It integrates AR visualization, 3D printing, and animation into a single environment tested by 60 teachers in real classrooms. The technology could be integrated into existing learning management systems.

Museums and Science Centers
any
Target: Informal learning centers and children's museums

If you are a science center looking for interactive exhibits that let young visitors create rather than just observe — this project developed tools where children build 3D objects and see them augmented on screen in real time. The system was piloted in informal learning centers as part of a 12-partner consortium. It offers a ready-tested visitor engagement format combining physical making with digital storytelling.

Frequently asked

Quick answers

What would it cost to license or adopt this platform?

The project had a total EU contribution of EUR 2,559,625 across 12 partners over 2.5 years. Licensing terms would need to be negotiated with the consortium, particularly Universitat Bayreuth as coordinator. Based on available project data, no commercial pricing model has been published.

Can this scale beyond classroom pilots to a commercial product?

The platform was tested with 3,000 students and 60 teachers across six countries (Germany, Greece, Portugal, France, Finland, and Japan), which is a substantial pilot. A final prototype with user manual (D4.2) was delivered, suggesting the system reached a deployable state. Scaling to commercial deployment would require additional product engineering.

Who owns the intellectual property?

IP is shared among the 12 consortium partners under the Horizon 2020 grant agreement. Universitat Bayreuth coordinated the project. Any licensing arrangement would need to involve the relevant IP holders, particularly the technical partners who built the platform.

What technologies does the platform actually use?

The platform integrates augmented reality (AR), virtual reality (VR), and 3D printing into a single storytelling environment. Students create content on tablets or computers, and the system detects, tracks, and augments their creations with animated 3D versions in real time.

Is the platform still maintained and available?

The project ended in July 2019. The project website was at storiesoftomorrow.eu. Based on available project data, ongoing maintenance status is unclear and would need to be confirmed with the coordinator.

What age group and curriculum does it target?

The platform was designed for 5th and 6th grade students (10-12 years old) and focuses on integrated STEM curricula with deeper learning outcomes. It combines scientific inquiry with artistic expression through interactive ebook creation.

Does it comply with education sector regulations?

The platform was piloted in public schools across six countries, suggesting it met local educational requirements in those contexts. Based on available project data, specific compliance certifications (GDPR for children's data, accessibility standards) would need to be verified with the consortium.

Consortium

Who built it

The STORIES consortium brings together 12 partners from 8 countries with a practical mix: 5 universities providing research depth, 4 industry partners (33% industry ratio) ensuring commercial relevance, and 5 SMEs adding agility. The coordinator is Universitat Bayreuth in Germany. The geographic spread across Europe plus Australia gives the platform multicultural validation — important for any EdTech product targeting international markets. The involvement of both formal schools and informal learning centers in the pilots shows the technology works across different educational settings.

How to reach the team

Universitat Bayreuth (Germany) — contact through SciTransfer for warm introduction to the project team

Next steps

Talk to the team behind this work.

Want to explore licensing the STORIES platform or adapting its AR/VR storytelling technology for your EdTech product? SciTransfer can connect you directly with the development team and help structure a technology transfer deal.