Rhode Island · Nonprofit
Winners Circle XR Academy Inc
Winners Circle XR Academy Inc (Rhode Island) receives grants from 7 organizations whose IRS filings report $462,574 to it, the largest being RALPH R PAPITTO & BARBARA A PAPITTO PRIVATE FAMILY FOUNDATION ($325,640). 3 of them have funded it in more than one year.
- Revenue FY2025
- $205k
- Funders on record
- 7
- Grants received
- $463k
- Net assets
- $38k
What Winners Circle XR Academy Inc does
Mission
Empowering underserved students with access to advanced technology and dynamic educational STEAM Science Technology Engineering Arts and Mathematics programs and competitions to develop critical skills for the future.
As stated on its FY2025 Form 990.
Programs
On its FY2025 return the organization reported starting a significant new program.
During the current fiscal year the organization expanded its program offerings to include several new and enhanced services not previously reported. These additions include the Esports Program Drone Aviation Program Next Gen Classrooms Initiative STEAM Boot Camp and the Travel While Black VR Workshop. These programs were developed to broaden access to technology-based education and to address emerging needs in STEM digital literacy and experiential learning. The new services complement the organizations existing XR Game Development program by providing additional pathways for student engagement in areas such as competitive gaming unmanned aerial systems immersive classroom learning and culturally relevant virtual reality experiences. Collectively these programs increased the organizations reach and impact by engaging a larger number of students and community participants strengthening partnerships with schools and community organizations and expanding opportunities for
Its own explanation, from Schedule O of that return (Part III, line 2).
MindBlast XR Hackathon -is a dynamic immersive event where participants develop innovative XR solutions for gaming education and social impact. The 2025 event brought together over 200 students developers and educators providing mentorship industry networking and hands-on training in VR AR development. Teams worked on projects to solve real-world challenges with winning ideas receiving funding and incubation support. This initiative promotes collaboration innovation and career readiness in emerging technology fields.
$8,725 spent26% of program spendingDrone Aviation Program The Drone Aviation Program provides students with hands-on training in unmanned aerial systems UAS focusing on drone operation flight safety and aerial data collection. Participants learn the fundamentals of aviation FAA regulations and real-world applications such as mapping photography and environmental monitoring. The program integrates STEM concepts including physics engineering and technology preparing students for careers in aviation logistics and emerging drone-related industries while promoting responsible and safe drone use. Program Metrics FY25: a. Trained more than 50 students in drone operation and safety b. Delivered over 20 hands-on flight training sessions c. 100% of participants completed foundational flight training modules d. Introduced FAA safety and compliance standards to all participants e. Completed more than 5 real-world simulation projects
$7,678 spent$8,308 earned by the program23% of program spendingEsports Program The Esports Program engages students through competitive gaming while developing critical skills such as teamwork communication and strategic thinking. Participants take part in structured gaming leagues coaching sessions and workshops that emphasize both gameplay and career pathways in the esports industry including broadcasting event management and game design. The program creates a positive and inclusive environment where students build leadership skills digital citizenship and academic discipline while exploring opportunities in a rapidly growing global industry. Program Metrics FY25: a. Engaged more than 75 students in structured leagues and training sessions b. Hosted over 10 competitive events and tournaments c. Approximately 80% of participants demonstrated improved teamwork and communication skills d. Introduced at least 5 career pathways within the esports and digital media industry e. Maintained a participant retention rate of approximately 85%
$4,389 spent13% of program spendingThe Travel While Black VR Workshop uses immersive virtual reality experiences to educate participants on the historical and social realities of racial injustice and the African American travel experience. Through guided discussions and interactive VR storytelling participants explore themes of civil rights equity and social justice. The workshop promotes empathy cultural awareness and meaningful dialogue creating a space for reflection and education through innovative technology. Program Metrics FY25: a. Engaged more than 75 participants across workshops and events b. Facilitated over 10 guided discussion sessions c. Approximately 85% of participants reported increased cultural awareness d. Partnered with schools and community organizations for program delivery e. Delivered immersive VR experiences to all participants
$3,852 spent12% of program spendingNext Gen Classrooms Initiative The Next Gen Classrooms Initiative transforms traditional learning environments into technology-driven spaces that integrate VR AR and interactive digital tools. This program equips educators and students with cutting-edge resources to enhance instruction engagement and learning outcomes. By incorporating immersive technologies into the curriculum the initiative supports personalized learning increases student participation and prepares learners for future careers in technology and innovation. Program Metrics FY25: a. Implemented immersive technology in 3-5 partner classrooms or schools b. Reached more than 150 students through classroom integration c. Trained over 10 educators on VR AR instructional tools d. Increased student engagement by approximately 30% teacher-reported e. Delivered more than 15 immersive learning sessions
$2,425 spent7% of program spendingLEGO Robotics Program - engages students in hands-on STEM learning by teaching them how to design build and program LEGO-based robots. Using LEGO Mindstorms and Spike Prime participants explore engineering mechanics and coding principles while completing robotic challenges and competitions. In 2025 the program served over 100 students fostering teamwork problem-solving and innovation. By partnering with local schools and community organizations the program provides accessible robotics education that prepares students for future careers in robotics engineering and technology.
$1,741 spent$19,958 earned by the program5% of program spendingSTEAM Boot Camp The STEAM Boot Camp is an intensive short-term program designed to introduce students to science technology engineering arts and mathematics through hands-on experiential learning. Participants engage in interactive workshops covering coding robotics digital design and problem-solving challenges. The boot camp fosters collaboration creativity and critical thinking while exposing students to a wide range of STEM STEAM career pathways in an engaging and fast-paced environment. Program Metrics FY25: a. Served more than 60 students across multiple boot camp cohorts b. Delivered over 25 hours of intensive instruction per cohort c. Approximately 90% of participants completed at least one hands-on project d. Covered 4 or more core STEAM disciplines e. Achieved participant engagement scores of approximately 90% or higher
$1,544 spent$3,500 earned by the program5% of program spendingXR Game Development After-School Program - The provides students with hands-on experience in game development virtual reality VR and augmented reality AR. Participants learn coding 3D modeling and interactive storytelling helping them build technical skills and digital literacy. In 2025 the program served over 100 students offering weekly workshops in collaboration with local schools and community centers. The initiative introduces youth to STEM careers and emerging technologies fostering creativity critical thinking and problem-solving skills.
$1,352 spent$8,000 earned by the program4% of program spendingVR Game Design After-School Program VR Game Design is an immersive project-based program that introduces students to virtual reality VR augmented reality AR and game development. Participants learn coding 3D modeling and interactive storytelling while building their own VR experiences. The program emphasizes creativity problem-solving and technical skill development preparing students for careers in gaming simulation and emerging technologies. Through partnerships with local schools and community centers the program provides accessible hands-on STEM education and fosters innovation and digital literacy among youth. Program Metrics FY25: a. Served over 100 students through weekly instructional sessions b. Delivered more than 40 workshops focused on VR AR development c. Approximately 85% of participants completed a functional VR project d. Partnered with 3-5 schools and community organizations e. Achieved approximately 90% student satisfaction based on surveys
$1,352 spent$2,100 earned by the program4% of program spending
The 9 programs described on its FY2025 Form 990, listed largest first by expense. Program spending in total: $33,058.
The organization over time
Each line starts at 100 in 2022, so what you read is the shape rather than the size: 150 means half as much again as 2022, 50 means half. The number beside each label in the key is where it ended. The shaded band is where the middle 50% of its peers' revenue would sit, given their growth.
Balance sheet
Total assets and total liabilities at each year end, in dollars. The largest one-year move in total assets was 2023 to 2024, from $202k to $90k (−55%).
How it's funded, over time
Each bar is one year's revenue split into where it came from, and every bar is the same height — these are shares, not amounts, so a year that raised twice as much looks the same size. Hover a bar for the split.
Government-grant reliance: 2022 1% · 2025 0%. Grants only. Government contracts and fees sit inside program revenue.
80% of Winners Circle XR Academy Inc’s revenue is contributions — more donation-reliant than the typical peer (57% for the typical peer).
Surplus & reserves
Operating surplus or deficit each year, and months of liquidity in hand. 2 of the last 4 reported years ran a deficit.
reserve
Leadership and staff
The officers, directors, trustees and key employees listed on each return. Joined and no longer listed compare each filing with the year before, matching people by surname and first initial; a year after a gap, or a roster under three people, has no comparison.
Chief executive
Juan Rodriguez
Executive Director
As listed on its FY2025 Form 990.
Who funds it, year by year
2022 → 2023: the base broadened from 2 funders to 3 funders, grant income rose $171k → $216k.
1 of 7 of your funders are donor-advised or pass-through sponsors (tagged DAF) — 2% of grant dollars received. That money is really individual donors directing a sponsor; the institutions to cultivate are the non-DAF funders.
From the IRS filings of Winners Circle XR Academy Inc’s funders (the co-funder graph). Association, not causation. Trends are read to FY2023, the last fiscal year that has finished arriving. FY2024–FY2026 are still being filed and are shown unshaded; they do not move any figure on this page.
How concentrated its funding is
Winners Circle XR Academy Inc leans on a few funders — its largest provides 70% of grant income and the top three 98%; half comes from just 1 funder.
the vertical line marks half of all grant income — 1 funder to its left
Largest funder’s share by year: 2022 88% · 2023 81% — diversifying over time.
“Effective funders” = inverse Herfindahl index (1 / Σ shareᵢ²) — the number of equal-sized funders that would give the same concentration. Trends are read to FY2023, the last fiscal year that has finished arriving. FY2024–FY2026 are still being filed and are shown unshaded; they do not move any figure on this page.
Where its funders are
95% of Winners Circle XR Academy Inc's grant income comes from Rhode Island funders.
In-state vs out-of-state, by year
Funder states come from each funder’s own filing. $10k arriving through sponsors registered in 1 state is excluded from the map and the split above: a sponsor holds money on a donor’s behalf, so its registered address would place those dollars somewhere no donor need ever have been. Trends are read to FY2023, the last fiscal year that has finished arriving. FY2024–FY2026 are still being filed and are shown unshaded; they do not move any figure on this page.
Against its field
Winners Circle XR Academy Inc's funding base is broadening — from 2 funders to 3 as grant income climbed.
this organization peer median middle 50% of peers· 17,450 education nonprofits $100k–$1M, FY2025
Organizations like Winners Circle XR Academy Inc
Organizations whose mission and program text most resemble this one, by semantic similarity over every organization in the US filings — the closest peers, and often the clearest route to shared or prospective funders.
In Rhode Island
Nationally
Read directly from this organization’s own Form 990, as neutral context.
Where the money goes
13% of spending goes to programs.
Governance
Footprint & structure
Files a return copy in 1 state
Screen this organization
A dated, signed PDF of the compliance screen for Winners Circle XR Academy Inc: IRS status (Business Master File, Publication 78, auto-revocation), the OFAC sanctions lists, the Internal Revenue Bulletin, and California registration, with the Rev. Proc. 2018-32 §8.01 reliance elements stated element by element. Generated from the current files at the moment you download it.
Screens are triage, not determinations; a source that cannot be read reports not screened, never clear. Screen this nonprofit · How the screen works · on the API as GET /api/screening/{ein}?format=pdf
Questions and answers
- Who funds Winners Circle XR Academy Inc?
- Winners Circle XR Academy Inc (Rhode Island) receives grants from 7 organizations whose IRS filings report $462,574 to it, the largest being RALPH R PAPITTO & BARBARA A PAPITTO PRIVATE FAMILY FOUNDATION ($325,640). 3 of them have funded it in more than one year.
- How many funders does Winners Circle XR Academy Inc have?
- IRS filings report 7 organizations giving $462,574 in grants to Winners Circle XR Academy Inc, 3 of which have funded it in more than one year.
- Who is the largest funder of Winners Circle XR Academy Inc?
- RALPH R PAPITTO & BARBARA A PAPITTO PRIVATE FAMILY FOUNDATION is the largest funder on record, with $325,640 in grants. The full list of funders is on this page.
- How can an organization like Winners Circle XR Academy Inc find more funders?
- Start with the funders already giving here, then look at the foundations that back similar organizations in Rhode Island. The funding by cause and by state pages list the largest funders for a given area and how to approach them.
Play a game about who funds Winners Circle XR Academy →
These figures are read directly from IRS Form 990 / 990-PF e-file XML: this organization’s own return for FY2025 (financials across 2022–2025), and the filings of 7 funders that report grants to it. “On record” means captured in the filings we have parsed — a funder that does not e-file, or whose grant detail is not itemized, will not appear. Filings run roughly 12–24 months behind. Trends on this page end at FY2023, the last fiscal year that has finished arriving; later years are shown and marked, and move no figure. Data on this page was exported October 22, 2026. What this page cannot tell you · view filing