About NatureVR

A European partnership connecting youth, nature, and technology.

NatureVR is an Erasmus+ Cooperation Partnership in Youth (KA220-YOU), coordinated by Stichting Anatta Foundation (Netherlands), with partners BACKSLASH (Spain), Udruga Zazeli (Croatia), The Way A.P.S. (Italy), and Universita Cattolica del Sacro Cuore (Italy). The project runs from January 2026 to June 2028.

The project responds to a documented need: youth workers across Europe lack engaging, inclusive digital tools to help young people reconnect with nature.

About NatureVR
4 countriesNetherlands, Spain, Croatia, Italy
5 partnersFoundation, NGOs, and a leading research university
30 monthsFull implementation timeline
100%Project results freely available under open licence

Why NatureVR

Today’s young people face rising stress, anxiety, and digital overexposure. Traditional environmental education often fails to engage them, especially in urban settings where nature is out of reach. NatureVR bridges that gap.

Project Objectives

To equip youth workers with inclusive and innovative VR tools that enhance youth nature intelligence, mental and social well-being, and sustainable engagement.

  • Identify young people’s needs and youth workers’ capacities for nature-based VR learning in the Netherlands, Spain, Croatia, and Italy.
  • Co-develop VR tools that enhance nature-based competencies in an inclusive environment.
  • Support the use of VR tools and the NQ model to empower youth for well-being and sustainability.
  • Raise awareness of the benefits of NQ-based VR tools among stakeholders.
  • Influence policy discussions on VR integration for nature-connectedness and emotional resilience.

Expected Results

  • Improved understanding of young people’s needs and youth workers’ VR capabilities.
  • Innovative VR tools aligned with the NQ model, freely available.
  • Youth workers and young people actively using VR tools for nature-based learning.
  • Increased stakeholder awareness of NQ-based VR benefits.
  • Policy discussions positively influenced toward VR adoption in youth work.

Our Values

Evidence-Based

Every tool and methodology is grounded in environmental psychology, cognitive science, and validated through rigorous user testing.

Inclusive by Design

Two VR versions, multilingual content, subtitles, audio descriptions, and focus on youth with fewer opportunities.

Co-Created

Youth workers and young people are active co-creators and testers at every stage of development.

Open and Sustainable

All tools and learning materials remain freely available under an open licence for at least 5 years after project end.