Sep 16 2025
Classroom

Schools Set Their Sights on VR Learning Opportunities

Extended and virtual reality solutions create new learning possibilities, bridge workforce gaps and assist neurodivergent students.

There’s a recent push from teachers to incorporate more extended reality, such as virtual reality and augmented reality, into learning. Highlighting this momentum is a report from the XR Association, in partnership with ISTE, that found that 82% of high school teachers find XR learning experiences well designed and able to deliver high-quality academic content to students. Almost two-thirds of the teachers surveyed want to see XR used regularly in schools.

XR opens so many doors for today’s students as VR takes them on field trip adventures previously thought possible only for Ms. Frizzle. They can visit locations such as the inside of the digestive system or the surface of Jupiter’s moons. For science labs, they can dissect digital creatures or virtually experiment with volatile chemicals.

A popular approach to VR headsets is for schools to keep them in specific classrooms or on device carts. However, as these technologies become more widely available, schools have an opportunity to package VR headsets with other student devices, such as laptops. High school students are often given laptops to use for four years, then given the choice to purchase them upon graduation. A similar deal could be made with VR headsets.

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Bringing XR to more K–12 classrooms will advance the technology’s benefits for staff and students. Here’s how it is furthering equitable opportunities and how partnerships can lead the way to its strategic implementation.

Hands-On Learning Without Added Costs or Distractions

XR allows students to experience once-impossible things, but it also has upsides for school budgets and teachers.

For example, VR shouldn’t completely replace every hands-on science lab activity; however, it can help students practice or repeat lessons. This saves schools money on materials, eliminates cleanup time, and reduces wear and tear on lab equipment.

The tech also gives teachers more visibility and more power to engage students.

With many of today’s educational VR solutions, teachers can monitor what students are doing in virtual environments. This allows them to guide student learning, course-correct mistakes and step in to assist when necessary.

VR headsets also engage students more readily than traditional lectures. These tools gamify learning experiences — and 85% of U.S. teens today play video games. Bringing similar experiences to the learning environment helps capture and keep students’ attention. This is especially crucial at a time when 72% of high school teachers say cellphones are a major distraction for students in their classrooms.

FIND OUT: Are cellphone policies working in today’s K–12 schools?

Creating Equity Through Assistive Tech Benefits and CTE

More than shiny new toys for K–12 classrooms, XR tools level the playing field for today’s students. Schools can tap into XR’s assistive tech capabilities for neurodivergent students or those with learning disabilities and give learners a leg up in career and technical education classes, effectively preparing them with workforce skills earlier than ever.

With more options to personalize lessons and content delivery, VR headsets are a great way to assist some learners with Individualized Education Program plans or neurodivergent tendencies. Students who find social interactions or verbal communication challenging, for example, may find it easier to work with educators in a VR setting. In other instances, customized curriculum and artificial intelligence (AI) tutors may best serve students.

 

67%

The percentage of high school teachers who want to see virtual reality used regularly in the classroom

Source: XR Association, “Insights from Teachers on Future of XR in Education,” October 2024

Private, charter and independent schools are especially looking for assistive technology solutions as parents turn to alternative schooling options for students with autism, neurodivergence or other learning disabilities.

Unfortunately, in many cases, these private, charter and independent schools are discovering that they can’t find the staff or resources quickly enough to support these many new, individual needs. VR devices and programs can help schools seamlessly tailor learning to meet many different needs.

XR is also giving K–12 students a head start on career and technical education classes. Schools across the country are struggling to hire certified individuals to teach trades and other electives. With the adoption of VR headsets, fewer certified teachers are needed, as students can learn these trades in a virtual setting. This allows schools to introduce some CTE classes as early as middle school, giving students soft skills and technical knowledge.

The tech also opens new possibilities to older students, with options to explore computer-aided design, architecture, construction, healthcare and more.

WATCH NOW: Immersive technology helps students learn more about career paths.

Get Started With a Partner That Can Guide Every Step

Classroom XR can have a lot of moving parts. There’s the hardware to consider — including how it’s stored and charged — in addition to device management and content. A partner such as CDW can help schools streamline XR management through every step of the process.

Schools considering XR headsets or software should start by looking for solutions that best meet their vision and desired outcomes. As a trusted partner, CDW talks to schools comprehensively to find the right fit, whether that ends up being Victory XR, Inspirit, ArborXR, ManageXR, ClassVR, Meta or a combination of solutions.

READ THE REVIEW: Stimulate creativity with the HTC VIVE Focus 3 virtual reality headset.

Many schools are also aspiring to build innovation labs for XR classes and experiences, with collaboration areas that support both VR and AI. The experts at CDW can help design these spaces down to the furniture to ensure they precisely meet schools’ visions.

There are also deployment and implementation services for schools, including professional development options, which are vital to the success of a VR rollout. This is also where schools should consider device security and management.

At its core, a VR headset, such as a Meta Quest 3, is an Android device. It can be managed with a mobile device management system, the same way IT departments manage laptops, phones and tablets. MDM for VR headsets allows schools to set policies and control access to applications and the internet, helping students stay safe and on task while they explore.

Working with a partner such as CDW ensures that schools don’t overlook any steps in the process of acquiring and implementing XR. Through appropriate procurement and deployment strategies, schools can give students everything they need to access an XR world of possibilities.

This article is part of the ConnectIT: Bridging the Gap Between Education and Technology series.

 

[title]Connect IT: Bridging the Gap Between Education and Technology

 

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