Southern University "Reaching Across the Digital Divide" (SURADD)
Overview
The Southern University Reaching Across the Digital Divide (SURADD) (https://broadbandusa.ntia.gov/news/latest-news/biden-harris-administration-announces-more-185-million-internet-all-grants-five-minority-serving) project has successfully advanced workforce development by implementing immersive VR/AR learning environments across classrooms and community hubs. Funded by the National Telecommunications and Information Administration (NTIA), the program equips K–12 students, teachers, and faculty with VR simulations, and mobile CAVE labs to strengthen skills for high-demand careers in STEM and technology-driven industries.
SURADD targeted key challenges limiting workforce readiness in STEM education:
Limited access to industry-aligned STEM training in underserved communities.
Lack of hands-on, immersive learning experiences that reflect real-world careers.
Gaps in teacher preparation to deliver VR/AR-integrated curricula.
Fragmented technology adoption without interoperability across districts.
Weak links between industry and education systems for workforce pipeline development.
Approach
Deployed Immersive Technology: Installed VR headsets, CAVE environments, and broadband infrastructure to deliver high-quality digital learning.
Delivered Workforce-Aligned Curriculum: Launched VR-infused STEM curricula designed to meet National Science Standards and workforce skill demands.
Trained Educators: Prepared teachers, faculty, and candidates to integrate emerging technologies into classroom instruction.
Scaled Across Communities: Built VR integration frameworks for replicable, statewide adoption of immersive workforce development models.
Partnered with Industry: Collaborated with employers to co-design simulations that mirror real-world tools, workflows, and career pathways.
Outcomes
Deployed 200+ VR headsets across classrooms within a 15-mile radius of SUBR, enabling immersive learning for 200+ middle school students annually.
Designed and implemented mobile VR systems to extend immersive STEM learning into remote rural communities.
Achieved a 20% increase in STEM interest among participating middle school students.
Trained 150+ teachers and faculty in VR/AR-based STEM instruction through targeted professional development.
Developed and integrated 4 reusable, standards-aligned VR science modules into middle school STEM curricula.
80% of trained educators reported greater confidence in preparing learners for technology-driven careers.





