Technology and Engagement

Virtual Reality in Education: A New Frontier for Open Education

What VR can and cannot do for teaching, from practical classroom uses to cost, access and health concerns that shape whether it suits open education.

On this page
  1. The classroom question
  2. What VR can do well
  3. What VR cannot do
  4. Cost: more than the headset
  5. Access and equity
  6. Health and safety
  7. What the evidence shows
  8. Deciding whether it fits

The classroom question

Putting a headset on a learner and placing them inside a lesson is an attractive idea. This article concentrates on one question: what happens when VR is used in an actual classroom, with real budgets, real timetables and real variation among learners. A companion article in this section covers immersive tools more broadly, including augmented reality and how open content fits in. Here the focus is the classroom setting, and the concerns of open education, namely cost and access.

What VR can do well

VR tends to be most convincing where a place or scale is hard to reach or visualize.

  • Visiting places. A learner can look around an archaeological site, a rainforest canopy or a space station without leaving the room. This gives a sense of scale and surroundings that photographs often cannot.
  • Seeing the very large or very small. Walking around a model of the solar system, or looking inside a representation of a molecule, may help with spatial understanding.
  • Practicing procedures safely. Training scenarios such as emergency responses, equipment handling or surgical steps allow repeated practice without real-world risk. Vocational and professional training is where much of this use has developed.
  • Rehearsing language or presentations. Simulated situations let learners practice speaking in settings that would otherwise be difficult to arrange.
  • Engaging attention. Because a headset blocks out the surroundings, learners may be less distracted during the session itself.

These are possibilities, not guarantees. Whether a particular experience produces better learning than a good video or physical model depends on its design.

What VR cannot do

It cannot make poor teaching good. A confusing lesson in a headset is still confusing, and may be worse, since the learner is isolated from peers and teacher.

It does not suit every topic. Abstract reasoning, extended reading, writing and much discussion work well without headsets, and may work worse with them.

It is poor for long sessions. Sessions are usually kept short, since eye strain, heaviness of equipment and discomfort accumulate.

It limits collaboration in the room. While one learner is in the headset, others watch a screen or wait. Multi-user VR exists, but needs more equipment and more setup.

It cannot replace the facilitator. Someone must manage the technology, safety and debriefing, and answer questions.

Cost: more than the headset

Standalone headsets generally cost several hundred dollars each, with tethered systems and their computers costing more; prices vary by model and change over time, so check current figures. For a class, hidden costs add up:

  • Enough headsets for the group, or a rotation plan that leaves most learners waiting.
  • Charging, storage and cleaning, especially hygiene between users.
  • Replacement of damaged or outdated units.
  • Software licenses or subscriptions, where content is not free.
  • Staff time to test, install updates and troubleshoot.
  • Training for teachers.

Content can be the largest expense. High-quality educational experiences are costly to build, and ready-made ones may not match a given curriculum. Open licensing helps in a limited way, since a smaller pool of openly licensed immersive material exists than for text or slides.

Because of such costs, VR is far more likely to appear in well-funded institutions. This matters in open education, where the aim is wide access.

Access and equity

Open education tries to reduce barriers, and VR can raise them. Learners at home need the device, space and a computer or phone that can run it. The digital divide shows up in headsets as in broadband: those who already have more tend to get more.

Some practical responses:

  • Offer an equivalent non-VR route, such as a video of the experience or a text description, so that no one is excluded.
  • Consider cheaper options such as 360-degree media on ordinary screens.
  • Use shared equipment through libraries or community centers, where such services exist.
  • Prefer content that works on a variety of devices and follows open standards.

Accessibility needs particular thought. Headsets may be unsuitable for some learners with visual, balance or mobility conditions, and many experiences have not been designed with these in mind.

Health and safety

Some people experience dizziness, nausea or headaches in VR, usually referred to as cybersickness. Sessions are typically short with breaks, and learners must be free to stop immediately. Manufacturers state minimum ages and other safety guidance, and these should be followed. For children, consult guidance from health authorities and the school. Clear floor space is essential, since a person cannot see obstacles. Cleaning equipment between users also matters.

Privacy deserves a mention: some systems record movement and other data. Read what is collected and who can access it.

What the evidence shows

Research on VR in education is growing but uneven. Many studies are small and short, with learners often drawn from a single class or institution. Common findings include increased interest and positive attitudes, which may partly reflect novelty. Evidence of better long-term learning than conventional approaches is less consistent, and results differ by subject and design. Comparisons often involve weak alternatives, so a favorable result may not hold against a well-made video or hands-on activity. Treat precise claims about gains with caution and look for independent, well-controlled studies.

Deciding whether it fits

A few questions can guide a decision:

  1. Is there a specific learning goal that VR serves better than cheaper options?
  2. Can we afford equipment, content, support and replacement over several years?
  3. Will every learner have a fair alternative?
  4. Do we have time and staff to prepare and supervise?
  5. Have we piloted with a small group and collected honest feedback?

For many teachers, the honest answer will be that simpler tools suit most of their needs, with VR reserved for a few well-chosen moments. That is a perfectly reasonable conclusion. In open education, where reaching more learners with limited resources is central, VR is better seen as an occasional extra than a foundation.

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