This document outlines a virtual reality and learning project from 2015-2017 that aims to test the use of various virtual reality technologies like Samsung Gear VR, Oculus Rift, Google Cardboard, and Microsoft Hololens in educational settings. The project involves producing 360-degree video for teachers and students, testing VR tools in different high school subjects, having students act as producers and collaborators, and organizing VR game events and marketing initiatives for schools.