Immersive Memory: Using VR to Reveal the Untold
Histories of Chaidari Concentration Camp in Athens
Anna Maria Droumpouki
University of Southern California
Published: December 31, 2025
Corresponding Author:
Anna Maria Droumpouki
annmar777@yahoo.gr
DOI:
https://doi.org/10.29173/assert91
Pages: 8-19
Distributed under Creative
Commons
Attribution-Non-Commercial 4.0
International (CC BY-NC 4.0).
Copyright: Ownership of this article’s
copyright remains with the author(s),
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ABSTRACT
In Europe, immersive technologies have seen limited application at historically
contested sites. Meanwhile, despite the significant impact of the German Occupation
of Greece (1941-1944) on public debates and its inspiration for artistic displays and
performances, many World War II memory sites in Greece remain largely invisible.
This paper presents the “Block 15” project, an innovative initiative hosted by the
Athens University of Economics and Business (AUEB) and co-funded by the Greek-
German Fund for the Future and the Hellenic Ministry of Culture. The project focuses
on the historical significance of the Chaidari concentration camp in Athens during the
German occupation of Greece (1941-1944). By utilizing virtual reality (VR) technology
for the first time in Greece to present first-person testimonies from survivors at a site of
'difficult heritage,' this paper aims to explore how digital testimonies can reshape
historical understanding and educational practices regarding the Holocaust. The use
of VR in the Block 15” project provides an innovative approach to historical education
by immersing users in the testimonies of survivors. This paper argues that VR can
preserve the dynamism of survivor narratives, preventing them from becoming static
representations that lose their emotional resonance. By actively involving users in the
narrative, VR helps maintain the fluidity of memory while addressing the risks of
oversimplification or misrepresentation. Through the exploration of these goals and
arguments, this paper aspires to contribute to the evolving discourse on digital
testimony and its implications for Holocaust and genocide education. This paper also
seeks to investigate how VR technology can enhance the pedagogical value of first-
person testimonies, facilitating a deeper emotional and cognitive engagement with
historical narratives. By offering insights into the integration of VR technology in
educational settings, we aim to ensure that the histories of Chaidari’s survivors are
preserved and resonate with future generations. Ultimately, this project seeks to
illuminate the broader implications of trauma and memory, fostering critical reflections
on how the past continues to influence the present.
How to cite this article (APA): Droumpouki, A. M. (2025). Immersive memory: Using
VR to reveal the untold histories of Chaidari concentration camps in Athens. Annals of
Social Studies Research for Teachers, 7(2), 8-19. https://doi.org/10.29173/assert91
Keywords: Virtual reality, Holocaust education, Chaidari, history education
Droumpouki Immersive Memory
INTRODUCTION
The German occupation of Greece during World War II (1941-1944) was a period of
intense suffering and resistance, with Greece experiencing the highest proportion of
wartime fatalities relative to population outside of Slavic countries (Fleischer, 2003).
However, much of this history remains fragmented in public memory and academic
research. The Chaidari Concentration Camp, a site infamous for its brutality,
epitomizes this lack of comprehensive study. Our project, “Block 15,” (information
available at https://block15.aueb.gr/ - only in Greek, the English version will be ready
soon) centers on the most notorious part of this camp, using immersive Virtual Reality
(VR) to reconstruct its historical and emotional significance. Funded by the Greek-
German Future Fund and the Hellenic Ministry of Culture, this interdisciplinary effort
faced unique challenges, such as limited visual resources and restricted access due
to the site’s status as an operational military facility. To overcome these obstacles, we
employed primary archival materials, oral testimonies, and comparative analysis of
similar sites to create a historically faithful yet emotionally impactful VR experience.
The Block 15 project uses virtual reality (VR) to uncover and share the hidden history
of the Chaidari concentration camp in Athens, particularly its notorious “Block 15”
isolation and torture wing. This article aims to clearly describe our interdisciplinary
research process, present key findings and implications, and explain how educators
can bring this VR experience into the classroom. We contextualize the Chaidari camp’s
history and explain our methods in combining archival research with immersive
technology. We also summarize user feedback and learning outcomes, and offer
practical guidance for teachers interested in this tool. In short, our purpose is threefold:
to document the research process and design of the Block 15 VR experience, to report
the findings (especially participants’ strong engagement and positive reactions), and
to suggest ways educators can use Block 15 in their teaching.
Droumpouki Immersive Memory
10
THE BLOCK 15 VR EXPERIENCE
The VR experience is a portable, first-person application that transports users to
Chaidari’s Block 15. As a portable VR app, it is intended for use in schools, museums,
and heritage sites. In the app, users virtually explore the rooms and grounds of Block
15, accompanied by narrative context based on archival documents and survivor
testimonies. For example, one “virtual tour” segment follows the path that inmates took
through the camp, overlaying historical photos and labels on the reconstructed 3D
space. Another segment dramatizes the separation of prisoners from the outside world,
using voiceover accounts from former detainees.
The experience is interactive: users can look around freely and trigger informational
points, for instance, clicking on a map or artifact reveals additional historical data.
Importantly, Block 15 does include audio elements: it plays ambient sounds (e.g.,
camp-door creaking, distant footsteps) and survivor voice clips to enhance immersion.
In its current version, the voice clips are in Greek, but we plan to add English
voiceovers. Transcriptions and translations will accompany the English release.
Access and Platforms
Block 15 runs in common VR environments. It is delivered via the web (WebVR), so it
can be experienced on a desktop or smartphone browser, or in VR headsets like
Oculus Quest. No special installation is required. From the website, an educator or
visitor can launch the experience directly. The goal is low technical barrier: schools do
not need high-end computers, only internet access and optionally inexpensive
headsets. We ensure compatibility by testing on multiple devices. Future versions will
follow the Web Content Accessibility Guidelines (WCAG 2.1) to support users with
disabilities (e.g. optional audio descriptions, keyboard navigation).
By users we mean the participants who engage with the VRtypically students,
teachers, or museum visitors. In our study, users included middle- and high-school
students and their teachers during pilot workshops, as well as undergraduate history
Droumpouki Immersive Memory
11
majors. (We avoid the vague term “user” by specifying roles in the text.) In all cases,
feedback from these participants was recorded through surveys and discussions, and
will be summarized below.
THE RESEARCH
To build the Block 15 VR, we used a mixed-methods process.
Historical research and content design
Our team (historians and technologists) first conducted archival research on the
Chaidari camp and Block 15. We studied documents such as camp records, survivor
testimonies, and memoirs of detainees held there, and gathered photos and maps.
This informed a detailed scenario script for the VR essentially a storyboard of what
users would see and learn in each part of the simulation.
3D modeling and VR production
With the historical data in hand, the computer graphics team reconstructed the Block
15 building and some camp surroundings in a 3D engine (Unity). They applied realistic
textures (e.g. brick walls, courtyard ground) and lighting. The final VR was built in Unity
(version 5.4) and includes dynamic lighting and simple pathfinding so users can walk
around.
User testing and feedback
After a prototype was ready, we ran pilot sessions in schools and labs. Students
navigated the VR on headsets or monitors while researchers observed. Afterward,
participants completed questionnaires about their experience. We collected both
quantitative ratings (e.g. “How engaging was the VR?” on a scale) and qualitative
comments. Feedback was overwhelmingly positive: most participants reported high
engagement and emotional impact. For example, students often noted that the VR
made the history feel real and personal. Teachers remarked that the immersive
Droumpouki Immersive Memory
12
simulation sparked deep discussion and empathy. These findings align with broader
research showing VR can boost student engagement (Artopoulos, 2019).
Analysis and iteration
We used the feedback to improve the experience. E.g., if users found navigation
confusing, we added guidance arrows. If they asked for context, we inserted more info
labels. The cycle of test-feedback-improve was repeated until the app was stable and
educationally effective.
In summary, our process combined archival scholarship with UX design and technical
development, and incorporated direct user feedback at every stage.
FINDINGS AND PARTICIPANT FEEDBACK
Our main finding is that interactive VR can powerfully animate this “difficult history” for
today’s learners. Participants’ reactions confirm this: most learners immersed in
Block15 VR reported strong interest and emotional engagement. In post-use surveys,
over 90% agreed that the VR helped them "feel more connected" to the history. One
student wrote: “I felt like I was really walking in the footsteps of those prisoners.”
Teachers observed lively classroom discussions afterwards, with students asking
questions about Nazi occupation and human rights. These outcomes are consistent
with recent studies showing VR tends to improve student engagement and learning
outcomes (Gubkin, 2015).
From the engagement surveys, we summarize:
High cognitive engagement: Students paid close attention to the VR story, recalled
facts afterward, and were enthusiastic to learn more about Chaidari.
Positive affective response: Many students reported increased empathy, saying the
VR helped them emotionally grasp the prisoners’ ordeal.
Droumpouki Immersive Memory
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Behavioral indicators: In classroom trials, students who used the VR were more likely
to participate in follow-up discussions and projects.
We also gathered open-ended feedback. Educators appreciated that the VR offered a
“safe, virtual visit” to a site that today is not easily accessible. They noted it catered to
different learning stylesvisual and auditory learners benefited especially. This
suggests VR can complement traditional teaching (lectures, readings) by adding an
interactive dimension.
PRACTICAL IMPLICATIONS FOR TEACHERS
The VR experience not only conveyed historical information, but also created affective
and ethical learning moments. It can provoke students to think about memory, identity,
and moral choices under occupation. The immersive nature encouraged a deeper level
of inquiry compared to reading text alone. We conclude that such immersive history
projects have real pedagogical value, but must be paired with guided discussion to
contextualize them (see below).
Cross-Disciplinary Learning and Classroom Use
One strength of the Block 15 VR is its cross-disciplinary potential. It can be used in
history/social studies classes and in technology or arts courses. For history or social
studies, it offers a vivid case study of WWII in Greece, Nazi camps, and the Holocaust.
For computer science or digital media classes, it showcases VR development and
modeling of historical spaces. For ethics or civic education, it raises issues of war
crimes, human rights, and collective memory. To make use of Block15, educators can
design activities around it. For example:
History Lesson: Before starting the VR, students study basic facts about WWII in
Greece. Then they enter the VR and later compare the virtual scene to historical
records (reinforcing source analysis).
Droumpouki Immersive Memory
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Tech Project: In a digital design class, students examine how the 3D models were
built (viewing wireframe or behind-the-scenes images on the website), and perhaps
create a simple VR scene of a local historical site as a class project.
Literature Connection: Students might read a Greek novel or testimony set in
Chaidari, then use the VR to visualize the setting, bridging literature and tech.
We suggest sample discussion questions to guide post-VR analysis:
How does experiencing history through a virtual environment change your emotional
response compared to reading a textbook?
What aspects of the camp’s layout or artifacts stood out to you? Why do you think they
are important?
In what ways can art and technology (like VR) work together to teach us about difficult
past events?
These questions encourage students to reflect on both content and medium. Overall,
Block 15 encourages interdisciplinary learning. For example, a project could involve
history, art, and computer science students collaborating: history students contribute
archival info, art students help with visual aesthetics, and CS students assist with
interactivity. Such collaboration models real R&D processes.
Suggested Readings for Educators (Educators may find these and other works
useful for understanding VR pedagogy and history education):
Artopoulos, G. (2019). Virtual environments as a technological interface between
built heritage and the sustainable development of the city. IJEPR, 8.
Benardou, A., & Droumpouki, A.M. (2023). Difficult Heritage and Immersive
Experiences. Routledge.
Droumpouki Immersive Memory
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Gubkin, L. (2015). From empathetic understanding to engaged witnessing:
Encountering trauma in the Holocaust classroom. Teaching Theology & Religion,
18(2), 103120.
Phillips, K. U. (2020). Virtual reality has an accessibility problem. Scientific American.
https://blogs.scientificamerican.com/voices/virtual-reality-has-an-accessibility-
problem/
Pittock, M. (2018). The Scottish heritage partnership immersive experiences: Policy
Report. University of Glasgow. http://eprints.gla.ac.uk/198201/
Rose, J. (2016). Interpreting difficult history at museums and historic sites.
Rowman & Littlefield.
Rymsza-Pawlowska, M. J. (2017). History comes alive: Public history and popular
culture in the 1970s. University of North Carolina Press.
CONCLUSION
"Block 15" exemplifies the potential of immersive technologies to illuminate forgotten
histories and engage diverse audiences. For educators, it offers a powerful tool to
teach students not only about the Holocaust and World War II but also about the
broader themes of resilience, memory, and the ethical implications of storytelling. By
bringing history to life, we hope to inspire future generations to reflect on the past and
advocate for a more just and empathetic world.
Q & A WITH ANNA MARIA DROUMPOUKI
Teacher’s Question #1: How can one measure “increased empathy and historical
awareness” in high school students?
Anna Maria Droumpouki’s Response: Measuring empathy and historical awareness
requires a mixed-methods approach. In our implementation of the Block 15 VR
experience, we used post-activity surveys, reflective writing prompts, and group
Droumpouki Immersive Memory
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discussions to assess students’ responses. Empathy was measured through open-
ended questions that invited students to describe how the experience made them feel
and how it affected their view of the past. Historical awareness was assessed through
recall of specific facts (e.g., conditions in Chaidari, roles of Greek Jews, German
occupation) and the ability to connect these facts to broader historical processes.
Students often used affective language (“I felt like I was there,” It was heartbreaking”)
and demonstrated nuanced understandings of the historical context, which suggests
increased emotional and cognitive engagement. Teachers also reported higher-than-
usual participation in follow-up discussions, a further indicator of both empathy and
awareness.
Teacher’s Question #2: What are the implications of having students participate in VR
“forced labor”? How would I explain this activity to a parent?
Anna Maria Droumpouki’s Response: The Block 15 VR experience places students in
the shoes of a fictional prisoner performing tasks such as delivering food or sweeping
the courtyardnot as a spectacle, but as a pedagogical strategy to build historical
understanding and empathy. No violence is shown, and the “forced labor” is implied
through context and narration. We designed these scenes carefully to avoid trauma or
sensationalism, while conveying the dehumanizing conditions prisoners faced. To a
parent, I would explain that this activity is similar to a dramatized documentary: it helps
students emotionally connect with history while maintaining psychological safety. The
VR experience is paired with classroom discussion and historical framing, which helps
students process the material critically and respectfully. Our aim is not to simulate
suffering, but to promote thoughtful engagement with difficult heritage in an age-
appropriate and ethically sound way.
Teacher’s Question #3: How can teachers use this resource as a stepping stone to
show students more of the untold stories of the Holocaust?
Anna Maria Droumpouki’s Response: The Block 15 project highlights lesser-known
Droumpouki Immersive Memory
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dimensions of the Holocaustparticularly the experience of Greek Jews, political
prisoners, and local resistance fighters. Teachers can use the VR as a gateway to
explore other marginalized narratives. For instance, students can be encouraged to
research the fate of Jewish communities in Thessaloniki, Corfu, or Rhodes, or to
compare Greek experiences to those in Eastern or Central Europe. The VR also offers
opportunities to connect with survivor testimonies, historical documents, and broader
discussions about memory and trauma. It can inspire inquiry-based projects, such as
interviewing local descendants, creating digital exhibits, or studying other forms of
Holocaust memorialization. By anchoring a lesson in one powerful immersive
experience, educators can then branch out into broader, intersectional histories.
Teacher’s Question #4: What is unique about the Greek experience during the
Holocaust?
Anna Maria Droumpouki’s Response: The Holocaust in Greece has several distinct
characteristics. First, the majority of Greek Jewsespecially in Thessalonikiwere
Sephardic and spoke Ladino, making them culturally and linguistically different from
Central European Jewish communities. Second, the deportations began relatively late
(1943), and many Jews were deported directly to Auschwitz without passing through
intermediate camps. Third, the German occupation of Greece involved multiple zones
(German, Italian, Bulgarian), creating complex dynamics of persecution and survival.
Finally, many Greek Jews were integrated into local communities, and their erasure
left a profound cultural absence. The story of Chaidari, and especially Block 15,
encapsulates the intersection of Jewish persecution, political repression, and
resistance. This multifaceted history remains underrepresented in international
curricula and deserves wider attention.
Teacher’s Question #5: What type of research was conducted with students
experiencing Block 15 and what are some of the results?
Anna Maria Droumpouki’s Response: We conducted preliminary field testing with high
Droumpouki Immersive Memory
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school and university students using the Block 15 VR application in classroom and
workshop settings. The research combined quantitative and qualitative methods.
Students were asked to complete a short questionnaire measuring engagement,
emotional response, historical understanding, and ease of navigation. Additionally,
focus group discussions were held after the experience to capture more nuanced
reactions. The results were encouraging: over 90% of students described the VR as
“very engagingor “emotionally impactful.” Many recalled key details about Chaidari
and expressed a desire to learn more about WWII in Greece. Teachers observed
heightened attention, emotional investment, and rich classroom discussions following
the activity. These findings suggest that the VR not only facilitates learning, but also
fosters a deeper emotional connection to history.
REFERENCES
Benardou, A., & Droumpouki, A.M. (2023). Difficult heritage and immersive experiences.
Routledge.
Phillips, K. U. (2020, January 29). Virtual reality has an accessibility problem. Scientific
American.
https://blogs.scientificamerican.com/voices/virtual-reality-has-an-accessibility-
problem/
Pittock, M. (2018). The Scottish heritage partnership immersive experiences: Policy
report. University of Glasgow. http://eprints.gla.ac.uk/198201/
Rose, J. (2016). Interpreting difficult history at museums and historic sites. Rowman &
Littlefield.
Rymsza-Pawlowska, M. J. (2017). History comes alive: Public history and popular culture
in the 1970s. University of North Carolina Press.
Droumpouki Immersive Memory
19
ABOUT THE AUTHOR
I am a Senior Research Fellow at the University of Southern California Center for Advanced
Genocide Research in Los Angeles, California (2025-2026). My ultimate goal is to illuminate
underexplored aspects of Jewish history in Greece and the broader Mediterranean, ensuring that
historical narratives contribute meaningfully to contemporary discussions on memory, identity, and
human rights. I am interested in Holocaust memory, memory of Second World War in Greece and
in Europe, archival research, oral history, and digital prosopography, particularly in the context of
the German occupation of Greece. My own professional development efforts have been focused
on integrating historical research with public scholarship and interdisciplinary methodologies to
foster a deeper understanding of historical trauma and memory preservation. Outside of my
professional pursuits, I enjoy spending time in nature, hiking, and exploring landscapes with
historical significance, as well as reading and discussing literature.