Miyuki Sekimitsu
Virtual reality in the classroom is a current trend that has recently become a part of
education discussions across a national and global scale. As we consider 21st century learning
and the different needs of our learners, it is important to consider inclusive technologies. An
emerging technology that is slowly becoming a forerunner in the industry is virtual reality.
The New Medium Consortium Horizon Report, K-12 Edition (2017) describes virtual
reality as a tool that “can make learning more authentic, allow for empathetic experiences, and
increase student engagement” (p. 46). Virtual reality is a computer- generated real life simulation
that mirrors certain experiences, perspectives, and environments. A variety of models at a variety
of price points are available to the public, and can be integrated into the classrooms. Most
recently, virtual field trips and model making tools have started appearing in more and more
While research is still minimal when it comes to virtual reality and the impact it has on
student learning, it is evident that promising findings and positive classroom experiences have
pushed virtual reality into the spotlight as a new technology trend. Virtual reality has the power
to bring learning content into student’s grasps, provides visually engaging content material,
promotes student engagement and collaboration, and simulates real life experiences in order to
According to the New Medium Consortium Horizon Report (2017), virtual reality has
had quite an impact on the global economy. As new research pertaining to teaching and learning
emerges, we are learning more about student learning preferences and how to engage and
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motivate learners to prepare them for later years. When envisioning what the future has in store
for our learners, we must consider essential skills that will benefit them. As the world becomes
more global, and as classrooms have begun to focus on more individualized and personalized
learning experiences that are engaging and “student-centered” (NMC Horizon, 2017, p. 46),
virtual reality has stepped in to fill a void. Virtual reality has become popular on a global scale,
with “Goldman Sachs predict[ing] that VR could reach 15 million learners by 2025” (NMC
Horizon, 2017, p. 46) and pouring in international revenue forecasted to total $13.9 billion in
Virtual reality is providing equitable access and opening doors within our school system
for diverse groups of learners. Children are able to go places that they could not usually access,
visualize content, collaborate with others, and experience specific situations or scenarios.
However, it is also important to note that virtual reality is still regarded as a potential or possible
resource, rather than a constant and “vital” (NMC Horizon, 2017, p.46). According to NMC
Horizon (2017), we must consider the evolution of curriculum, curriculum programs, and device
usage, and consider how long it takes to implement all of this on a large scale. As interest,
popularity, purchases, and usage increase, it is predicted that publishers, curriculum creators,
state institutions, private institutions etc. will increasingly lean into implementing virtual reality
on a more consistent and essential basis. (NMC Horizon, 2017) The future looks promising for
learners and virtual reality, as more and more learners are empowered and engaged by hands on
Virtual reality in society has mainly attracted attention due to innovative ways of
bringing content to students, and providing new ways to create and do new things. Popular
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examples of virtual reality in classrooms today include, but are not limited to, virtual field trips,
role playing for English Language Learners, and video game engagement.
Virtual field trips have slowly gained momentum, especially considering problem and
project based lessons and tasks. Virtual reality tools allow students to go to places that they
usually cannot access, due to locate and/or cost. Stevenson (2001) discusses the burden that field
trip costs can have on a school, especially when anywhere from $10 to $15 is asked of each
student. Virtual reality offers a very similar experience at the fraction, or potentially no cost.
With “media-rich interactions” (Stevenson, 2001), virtual field trips bring specific environments,
scenarios, situations, or concepts into the classroom, and into our students’ reach. National
Geographic, Discovery Education, NASA, Google, Samsung, etc. all produce virtual reality
products or programs that bring learning content into the classroom (NMC Horizon, 2017).
English Language Learners can benefit from role play using virtual reality (Bonner &
Reinders, 2018) as well. Virtual reality benefits English Language Learners by providing a
focused environment with very little distractions, portability and flexibility to afford situated
learning, connecting and collaborating through mobile virtual reality devices, and providing
opportunities to interact between the virtual world and real world (Bonner & Reinders, 2018).
Bonner and Reinders (2018) describe a scenario where virtual reality assists students in learning
about geography, by giving a virtual tour. While concerns were noted in Bonners and Reinders
(2018) regarding privacy, licensing, and product quality, the visual aspect assists largely with the
Annetta (2009) discusses the use of virtual reality in a fifth grade classroom while
exploring force and motion. While the study largely discusses the benefits of video games on
student engagement and learning (Annetta, 2009), this is an important example to note because it
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is a precursor and a bridge towards virtual reality. Engaging students with hands on activities that
show and allow students to manipulate concepts that were explored in class is a powerful tool,
which is an advantage of video game technology being infused with virtual reality.
Experiential learning and creative problem solving are dynamic and impactful processes
when students are able to engage and be immersed in a learning environment and/or project. This
is what our 21st century learners need in order to succeed. Virtual reality brings power to the
classroom by providing learning experiences that bring content closer to them, and provide more
As the New Medium Consortium Horizon Report (2017) points out, a “student-centered
approach” to education is crucial for student success. Virtual reality supports student-centered
While virtual reality is expensive, still in the early stages (in the classroom), and poses
some issues with privacy and licensing, it is a worthwhile investment that opens doors to all
learners, provides equitable access, and engaging learning experiences. Because technology is
constantly being updated and improved, there is no doubt that virtual reality and the current tools
will continue to improve and be updated. Virtual reality will no doubt become more widespread,
but much of this depends on policy, popularity, and response to feedback. Virtual reality will no
doubt take time to become an essential part of learning, but will be well worth the wait.
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References
Annetta, L., Mangrum, J., Holmes, S., Collazo, K., & Cheng, M. (2009). Bridging Realty to
Virtual Reality: Investigating gender effect and student engagement on learning through
Bonner, E., & Reinders, H. (2018). Augmented and Virtual Reality in the Language Classroom:
Practical Ideas. Teaching English with Technology, 18(3), 33–53. Retrieved from
http://search.ebscohost.com/login.aspx?direct=true&db=eric&AN=EJ1186392&site=eho
st-live&scope=site
Chandrasekera, T., & Yoon, S. (2018). The Effect of Augmented and Virtual Reality Interfaces
NMC Horizon. (2017, October 06). Retrieved November 03, 2017, from
https://www.nmc.org/nmc-horizon/
Stevenson, S. (2001). Discover and Create Your Own Field Trips. MultiMedia Schools, 8(4), 40–
45.