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mTalent VR. Coordination named a finalist in the Bett Awards 2027

We are proud to share that mTalent VR. Coordination has been named a finalist in the Bett Awards 2027 in the AV, VR/AR, Robotics or Digital Device category.

The Bett Awards, recognise creativity and innovation in education technology, with entries evaluated by experienced education professionals. The judging process considers criteria including design, accessibility, cost-effectiveness and how effectively a solution supports teaching and learning.

For us, reaching the final is particularly meaningful because mTalent VR. Coordination was created around a clear principle: VR technology should have a defined educational and therapeutic purpose.

Why this recognition matters to us

Virtual reality can create experiences that would be difficult to reproduce with traditional educational and therapy-support materials. But introducing VR into education is not simply about making activities more immersive. The technology needs to respond to a real learner need and give teachers and specialists practical control over how it is used.

This approach guided the development of mTalent VR.Coordination, a set of 3D virtual reality environments designed for preventive and therapeutic work on visual-motor coordination.

The programme supports teachers, SENCOs, occupational therapists, physiotherapists and other specialists working with learners with special educational needs. This includes learners with attention difficulties, autism, learning difficulties, sensory processing differences or delays in motor development. Activities are matched to the learner’s ability rather than their age, allowing practitioners to adapt the experience to individual needs.

Being selected as a Bett Awards finalist is therefore an important recognition of not only the technology behind the product, but also the methodology and thinking behind its use.

VR designed around the learner and the specialist

mTalent VR. Coordination combines virtual reality activities with practitioner-led therapeutic work. It is designed to become part of a wider therapy or classroom support plan rather than an isolated VR experience.

The programme includes 15 training areas and an optional bonus maze. 

Fourteen areas offer games with three levels of difficulty, while another provides three calming environments for relaxation. Activities include throwing at targets, tracing, painting, sorting, precision grip exercises, visual memory tasks, spotting differences and auditory sequences.

Together, these activities can support work on areas such as:

  • visual perception and spatial orientation
  • hand-eye and bilateral coordination
  • fine motor control and precision
  • crossing the midline and motor planning
  • handwriting readiness
  • working memory and attention
  • self-regulation

The levels gradually introduce additional demands. The first level is static and predictable, helping learners become familiar with the task and experience early success. Further levels introduce movement, alternating hands, sequences, smaller targets and additional memory demands.

Just as importantly, the VR environment has been designed to limit unnecessary stimulation. Graphics are clear and uncluttered, without flashing effects or constant micro-rewards. Learners can repeat spoken instructions and leave an exercise at any point to return to the main hub or relaxation area.

Keeping the practitioner in control

VR may place the learner inside a virtual environment, but the specialist remains in control of the session.

The adult chooses the activity and difficulty level and can follow what the learner sees in real time on a computer, tablet or phone through the Transmission module. They can provide guidance, extend the session, return the learner to the start hub or end the activity when needed. Sessions are capped at 20 minutes by default.

The programme is also supported by a 184-page methodological guide, video tutorials, printable worksheets and Coordinatorium, a tactile set of hands, feet and path cards that allows specialists to continue working on similar skills outside the virtual environment.

This connection between technology, methodology and practitioner involvement is central to the product. VR provides a controlled space for practice, while the specialist decides how each activity fits into the learner’s wider support programme.

From virtual activities to real-world skills

Reaching the final of the Bett Awards 2027 is an important milestone for the team behind mTalent VR. Coordination and for Learnetic.

It also reinforces an idea that has guided our work on educational technology for more than 20 years: technology brings the most value when it is designed around how educators, specialists and learners actually work. 

With mTalent VR. Coordination, virtual reality is not the goal itself. It is a practical tool that gives specialists another way to work on coordination, attention, motor planning and other important skills in an environment that can be adjusted to the individual learner.

Learnetic SA - Educational ePublishing Services & TechnologiesGet to know more about mTalent VR. Coordination

If you’re attending Bett 2027, we’d love to meet you in person. Visit the Learnetic team at ExCeL London, Hall 1, Stand SK61–SK63, from 20 to 22 January 2027, to learn more about mTalent VR. Coordination and explore our educational solutions.

Learnetic SA - Educational ePublishing Services & TechnologiesBook a meeting with our team