What is VR?
VR (Virtual Reality, or virtual reality) is a technology that allows the user to move into a digital, fully immersive world. The user uses VR goggles and often controllers that track their movements, adjusting the image in real time. With visual, sound and haptic effects, VR makes the experience realistic. VR makes it possible to move to places and situations that would be difficult or impossible to visit in real life. VR allows exploration of virtual spaces that can replicate reality or be completely fictional.
What is VR in education?
VR in education is the use of virtual reality technology for learning through immersive experiences. It allows students to move into virtual environments that help them better understand difficult concepts and engage them in interactive learning.
Education in VR – how can VR be used in education?
✅ Virtual tours – students can visit historical sites, museums, the ocean floor or even outer space without leaving the classroom.
✅ Scientific simulations – safe chemical and physical experiments in a virtual laboratory, without risks and the need for expensive materials.
✅ Anatomy and biology – the ability to explore the human body in 3D, viewing organs and systems in a realistic environment.
✅ Technical and vocational training – learning how to operate machinery, medical procedures (e.g., surgical operations), piloting aircraft or operating in harsh environments.
✅ Language learning – interaction with virtual characters in natural communication situations.
✅ Social skills development – VR helps with phobia therapy, public speaking training, or negotiation and teamwork simulations.
VR in elementary school – how to use virtual reality in elementary teaching?
Virtual reality is increasingly boldly entering education, including at the elementary school level. Thanks to immersive technologies, students can experience learning in an engaging, interactive and multi-sensory way.
What subjects are worth using VR on in elementary schools?
Virtual reality most effectively supports the study of nature and biology, allowing students to explore microscopic structures and processes on a scale inaccessible by traditional methods. It can also enrich geography lessons, offering virtual expeditions to the most remote corners of the world. In history, VR provides time travel, bringing the realities of past civilizations and eras closer. In physics and chemistry, it allows you to conduct experiments that are safe and sometimes impossible in real life. Mathematics becomes more accessible with three-dimensional visualizations, facilitating the understanding of spatial concepts. In language learning, on the other hand, immersive VR environments foster hands-on communication and a better understanding of cultural context.
What are the benefits of using VR in elementary schools?
Virtual reality (VR) intensely engages students in the learning process, increasing their motivation to perform. According to a meta-analysis by Merchant et al. (2014) in Computers & Education, students using VR showed higher levels of focus and were more willing to participate in lessons. At the same time, VR helps learn difficult, abstract concepts through immersive 3D visualizations.
Makransky and co-authors (2019) in Educational Psychology Review confirmed that VR experiences particularly improve understanding of phenomena in science and science. Students remember information better because they learn in a hands-on, exciting way that promotes knowledge consolidation. A study by Chang et al (2020) in the Journal of Computers in Education also found that immersive VR environments increase knowledge retention compared to traditional methods.
VR technology also makes it possible to safely simulate experiments that would be risky or impossible in a school laboratory. This allows students to develop practical skills without risking costly mistakes or health hazards. Interaction with the virtual environment supports the development of creative thinking and problem solving, which is crucial in the 21st century.
Fowler (2015) in “TechTrends” emphasizes that VR shapes competencies such as cooperation, communication and independence. In addition, VR enables rapid adaptation of materials to the needs of specific groups of students, leveling educational opportunities and improving the quality of education. Used properly, this technology promotes both teaching efficiency and positive attitudes of students towards knowledge acquisition.
VR in secondary schools – how to use virtual reality in teaching in high schools, vocational schools and technical schools?
Virtual reality can help high school students gain knowledge in a practical and engaging way, while providing access to simulations that are difficult or expensive in the real world. This allows high school students to gain a deeper understanding of complex processes in the sciences, humanities or social sciences. Vocational and technical schools will benefit from VR especially in the area of practical training, allowing students to practice vocational skills in a safe environment. Such an innovative teaching method can increase the attractiveness of technical majors and prepare young people for the challenges of today’s job market.
In what subjects in high school, technical and vocational schools is VR worth using?
In high schools, VR will be great for physics, chemistry and biology lessons, where you can conduct virtual experiments and observe processes on a microscale. In geography and history classes, it will allow you to visit distant countries or eras, enriching the reception of content with a visual and emotional dimension. In vocational schools, such as catering schools, VR makes it possible to learn procedures and operate specialized equipment without risking material waste.
In mechanical and electronics courses, VR simulations support understanding of the design and operation of complex machines. In information technology, it can be used to teach game programming, applications or interface design. In addition, in subjects related to entrepreneurship or communication, virtual meetings, negotiations and team exercises can be organized.
What are the benefits of using VR in secondary education?
First and foremost, VR increases student engagement, as confirmed by a study by Merchant et al. (2014) published in Computers & Education. Chang and co-authors (2020) in the “Journal of Computers in Education” also point out that immersive environments improve knowledge retention, and Fowler (2015) in “TechTrends” highlights the development of social skills and creative thinking. VR simulations allow skills to be practiced in near-real-world conditions, while eliminating the costs and risks associated with traditional practices.
This allows young people to experiment, make mistakes and learn from them without the stress inherent in real-world working conditions. In addition to the sheer efficiency of education, VR also strengthens students’ intrinsic motivation, which translates into greater independence and readiness for further learning. Introducing this technology into educational programs also fosters an innovative image of the school and prepares students for the dynamically changing requirements of the labor market.
Types of VR technology use in education – what VR tools can be used in education?
Virtual reality technology in education encompasses a wide range of tools, from educational platforms with ready-made VR lessons, to specialized simulators and 360 videos, to virtual walkthroughs. The following takes a closer look at how each can enrich the educational process, discussing both the benefits and potential limitations.
VR education platform
The educational platform with VR lessons is an integrated solution that offers ready-made teaching materials in virtual reality. It allows teachers and students to quickly access a variety of content and activities aligned with the core curriculum. Such platforms often provide extensive libraries of materials, which allows for effective planning and teaching.
Teachers can also create and edit lessons themselves based on their educational materials. Another advantage is the ability to monitor students’ progress and collaborate with other teachers using the same platform. The disadvantage is sometimes the need to purchase a subscription or license, which generates additional costs. Fortunately, our company has created educational platforms for schools and universities with VR lessons in the model of purchasing a one-time perpetual license that allows you to use the platform for life. See our Kognita Uni solution for education in VR
VR simulators in education or dedicated VR applications that simulate experiences
VR simulators allow realistic recreation of situations in which students can practice practical skills without risk of loss or injury. VR simulators take the form of educational VR applications installed on VR goggles or on a computer connected to the goggles. They work especially well in technical or vocational education, where a safe yet realistic training environment is crucial.
They have the advantage of a high level of immersion, interactivity, decision paths, detailed mapping of processes, and the possibility of repeated exercises. Users can make mistakes and learn from them under controlled conditions, which promotes effective learning. A disadvantage is the sometimes high cost of developing and updating these applications, which can limit their availability in institutions with smaller budgets. In addition, teachers do not have the ability to independently edit or influence the simulator’s operation to suit how they want to teach their classes.
Educational 360 Videos
360-degree videos are a form of video that allows the viewer to look around freely in all directions, providing basic immersion. In education, they can be used to show hard-to-reach places or conduct virtual tours. Their advantage is the relatively low cost of creation. They allow scenes to be experienced in an expanded perspective, which can increase interest in the subject. The disadvantages are a lack of interactivity and a lack of influence over the shape of the narrative, making them less dynamic than simulators. In addition, the quality of the experience depends heavily on the resolution of the video and the professional preparation of the material. Teachers also do not have the ability to edit or change the video after it has been recorded.
Virtual educational walks
Virtual walkthroughs provide the opportunity to move freely through digital replicas of real places or completely fictional environments. In VR education, they allow students to visit museums, galleries or historic sites without leaving the classroom. Their greatest advantage is their interactivity – you can stop at specific points, read additional information and explore the surroundings on your own. As a result, they develop observation skills, stimulate imagination and build sensitivity to art or history. The disadvantage is the higher cost of creation than recording a 360 video. In addition, the preparation of professional virtual walks requires advanced equipment, specialized software which does not allow teachers to create their own walks or edit them later.
VR goggles at school – how to choose them?
If you’re wondering how to choose vr goggles for school, here are some key tips to help you choose the right equipment.
1 Types of VR goggles
- Standalone (standalone)
Goggles such as Meta Quest (formerly Oculus Quest) or Pico 4 do not require additional devices, which makes it easier to organize classroom activities. They are usually easier to set up and move between classrooms. - Requiring a computer connection
Models such as the HTC Vive Pro 2 or Valve Index generally offer higher image quality and more precise motion tracking, but the need for a sufficiently powerful computer can be a handicap in a school setting.
2. comfort and safety – virtual reality glasses
- Weight and design
Make sure the goggles are not too heavy so that students can use them comfortably during longer educational sessions.
- Adjustable and hygienic
Adjustable eye relief (IPD) and interchangeable face pads are important aspects that increase comfort and facilitate hygiene when used by multiple people.
3. relevant educational content
Choosing goggles is one thing, but equally important is the resource base and “Goggles VR education applications,” a set of applications that will help introduce VR into the curriculum. Take a look at whether the goggles you choose have compatible VR education platforms, VR apps, 360 videos or virtual tours. Not every app or platform works on every model of VR goggles or glasses
4. management of VR goggles
In the case of more goggles in the facility, it is worth paying attention to the tools that allow:
- Remote management of devices and software installation.
- Content control (filtering out unauthorized applications or sites).
- Data security (logging, protection of students’ personal data).
Such tools for managing VR goggles include Quest for Business, Meta Horizon Managed Services or ArborXR.
5. budget
The costs associated with implementing VR technology in a school include not only the purchase of goggles, but also:
- Educational software licenses.
- Technical support and training for teachers.
- Additional equipment (e.g., comfort straps, computers for PCVR-type goggles, charging accessories or goggle hygiene products).
It is worth comparing the price of different models of goggles and taking into account the long-term needs of the facility to choose devices with the right price-to-performance ratio.
When choosing vr goggles for school, pay attention to ease of use, convenience, compatibility with educational content and equipment management capabilities. “VR goggles applications education” is a broad topic – the key is to select applications tailored to the specific needs and learning level of students. With careful planning and informed choice of equipment, virtual reality can become an inspiring tool to support the development of young minds.
What are the advantages and disadvantages of using VR in education?
1. increased student engagement and motivation
- Classes in VR increase student engagement by 40 to 70%. Researchers agree that the biggest factor in the high increase in engagement is the opportunity for interaction, as well as immersion, or a sense of ” immersion” in the content, which traditional forms of teaching cannot provide at a similar level.
Immersive virtual environments help students become more engaged in the learning process. Studies conducted at Stanford University and Lausanne University of Technology indicate increased engagement of students learning in VR with 40-70% improvement (relative to the average performance of control groups). This effect was measured by the number of submissions to practical tasks and the amount of solving additional exercises recommended to be done after the conducted classes. (Merchant, Z., Goetz, E. T., Cifuentes, L., Keeney-Kennicutt, W., & Davis, T. J. (2014). Effectiveness of virtual reality-based instruction on students’ learning outcomes in K-12 and higher education: A meta-analysis. Computers & Education, 70, 29-40. ) Link to study
Another in-depth study conducted by 2022 indicates that interactive VR elements in STEM (science, technology, engineering and math) classes significantly affect students’ interest in the subject and deepen their understanding of difficult topics. Moreover, interactive VR experiences foster critical thinking and problem-solving skills, key in science and technology.(Lee and Park, 2022, “Virtual reality-based learning environment design for improved STEM education outcomes: A review of recent research and emerging trends.”)
2. longer memorization of material by students
- Learning with VR increases knowledge retention up to 40% as indicated by a 2018 University of Maryland study. Memorized information lasts longer due to the multi-sensory engagement of the brain in VR’s interactive and visual experiences.
The researchers observed that participants in the experiments were more focused and engaged with the content presented in the form of virtual simulations, which directly translated into more effective learning. What’s more, the immersive VR environment allowed for deeper processing of information, which in turn resulted in better performance on memory tests. Finally, the study’s authors emphasize the great potential of using virtual reality in education, especially in terms of long-term memorization and higher student motivation. (Krokos, E., Plaisant, C. & Varshney, A. (2019). Virtual memory palaces: immersion aids recall. Virtual Reality, 23, 1-15.) Link to the study
3. ability to simulate difficult or dangerous situations
Virtual laboratories or simulations (e.g., in medicine or engineering) allow students to practice complex procedures in a safe, controlled environment.
- VR makes it possible to repeat experiments and tasks over and over again without incurring the cost of materials or risking damage to equipment as Johansson (2023, “VR for adult learners: A systematic review”) notes
4. individualization and diversity of teaching forms
VR can support different learning styles (visual, auditory, kinesthetic) through interactive educational materials. This facilitates the creation of so-called personalized learning paths – each student can learn at their own pace and in their own chosen way.
- Makransky and Peterson (2021, “Immersive VR in educational settings: A meta-analysis of learning outcomes”) note that this increases learning efficiency and satisfaction with class participation.
5. development of soft skills
Virtual simulations of social situations, negotiations or presentations can help develop communication skills and teamwork.
- Radianti et al. (2020, “A systematic review of immersive virtual reality applications for higher education: design elements, lessons learned, and research agenda”) note that VR environments support social skills training, especially in the form of remote exercises, which is important in the context of increasingly popular hybrid learning. Link to article
Disadvantages of VR in education
1. cost and availability of technology
Purchasing the necessary equipment (VR glasses, controllers, appropriate computers) can be a financial burden for schools and universities. In addition, the high price of the equipment makes mass deployments difficult, especially in institutions with limited budgets.
2. technical and organizational barriers
Implementing VR requires not only the right hardware, but also software, infrastructure (space to move freely during VR sessions) and technical support.
The most common problems for teachers in using VR in education
1. lack of preparation and time for training
Teachers often lack sufficient knowledge of VR technology, which is a barrier to teaching classes based on virtual reality. In the flurry of daily duties, it is also difficult to carve out time for dedicated training and practical exercises. This results in uncertainty in the use of equipment and applications, and as a result, incomplete use of VR’s potential during lessons.
The solution is the gradual implementation of new tools, participation in short online courses or workshops for teachers. Mutual assistance and exchange of experience among educators promote rapid expansion of competence in this area. The provider of a VR solution for an educational institution should provide adequate training in the use of the solution and the VR goggles themselves.
2. difficulty fitting into the curriculum
Although schools and universities are increasingly investing in VR, many teachers still don’t know how to integrate virtual reality into the curriculum they deliver. Not all subjects have readily available and valuable VR materials, and the finished resources are often in a foreign language or not fully compatible with the local core curriculum. As a result, there may be a lack of consistency between textbook content and VR materials, raising concerns about the effectiveness of this form of teaching.
It can be helpful to create lesson plans on your own, seek feedback from educational communities and test various applications before they are rolled out on a large scale. It is worth ensuring that the provider of the VR solution provides teaching materials that are in line with the core curriculum of the subject at school or university.
3. technical challenges and infrastructure
Using VR requires well-organized technical facilities, including a stable Wi-Fi network, places to charge devices and space to safely move around with the glasses. Regular hardware and software updates are also necessary, which can be time-consuming and cumbersome at a large school. Compatibility issues between different goggle models and apps are also common.
To minimize the risk of failure and chaos, it is a good idea to limit yourself to one type of equipment, plan a maintenance schedule and establish clear procedures for managing equipment. Working with the IT team or a properly trained teacher-IT facilitates smooth operation of the system.
4. health and safety
In virtual reality, students are less aware of the space around them, which can lead to collisions with objects or other people if proper precautions are not taken. Additionally, the use of one goggle by multiple people raises questions about maintaining hygiene and disinfecting the devices. Longer VR sessions can cause visual fatigue or dizziness, especially in younger children. Therefore, it is essential to establish rules for use, designate a safe movement zone, and regularly air and disinfect the equipment.
5. lesson organization and working with the group
Many teachers fear that an insufficient number of devices will make it impossible to conduct lessons in an attractive and fair way for the entire class. When one group of students is using VR, the rest may become bored or distracted by other activities. Such a situation requires skillful planning of rotations, work time and additional activities.
A good solution is the learning station model, in which students work in subgroups – some experience VR content, while the rest perform other tasks related to the lesson topic. This way, every participant has a chance to use the VR goggles, and the lessons proceed in an organized and engaging way for everyone. Another solution is to choose an educational platform that allows VR lessons to be used on phones or computers at the same time the rest of the group is using the VR goggles. Kognita offers educational platforms in VR that have such functionality.