How to Use VR in Teaching

Virtual reality in teaching is not as complicated to run as most educators assume. The technology has moved on. The headsets are simpler. The sessions are more structured. And the results — when VR is used for the right subjects — are difficult to argue with.

This guide is written for tutors and educators, not procurement teams. It covers what a VR teaching session actually looks like, how to plan and run one effectively, and how to link it to the learning outcomes your learners need to hit.

WHAT VR TEACHING ACTUALLY LOOKS LIKE

A VR teaching session at its core is straightforward. Learners put on a headset and enter a virtual environment built around a specific procedure or scenario. A virtual trainer guides them through it step by step — explaining what to do, why each step matters, and what correct looks like.

The college tutor is not inside the VR environment. They are in the room, monitoring learners, managing the session, and preparing for the debrief that follows. This is closer to managing a practical workshop session than delivering a lecture — and most vocational educators find that transition natural.

When the guided stage is complete, so is the guided learning. This could be a matter of minutes through to potentially a few hours. This is documented by the VR web-based learning management system (LENS Learner Portal) which then generates the certificate for the learner.

That is the full loop: guided VR learning, independent practice, automated assessment. Then with a further view to maximise both the educational benefit and the guided learning hours a documented “professional discussion” between the college tutor and the learner should be implemented.

HOW TO PLAN A VR TEACHING SESSION

1. IDENTIFY THE RIGHT PROCEDURE

Not every topic benefits from VR. The procedures that get the best results are those where learners currently struggle to get enough hands-on practice — because the equipment is expensive, the procedure carries risk, or access to the required learning environment is limited.

In automotive training, EV high-voltage isolation is a strong example. Most colleges cannot give every learner enough repetitions on a real vehicle to build genuine confidence. In VR, they can practise as many times as they need, without any risk to themselves or the vehicle. If you are unsure which of your procedures are the best fit, read our overview of how VR can be used in education for practical subject areas.

2. POSITION IT IN YOUR SCHEME OF WORK

VR works best as a bridge between theory and live practical work — not as a standalone event.

The most effective approach is to introduce the procedure through your normal teaching first, then use the VR session to let learners experience and practise it in a controlled environment, before they move to the real vehicle or equipment. By the time they are working on the real thing, they have already done it multiple times. Their competance and confidence are higher and their error rate is lower.

Plan the VR session for the point in your scheme of work where learners have enough background knowledge to engage meaningfully, but have not yet had live practical access.

3. PREPARE YOUR LEARNERS BEFOREHAND

Brief learners on what to expect before they put on a headset. Cover:

  • What the session involves and how long it will take
  • What they are expected to practise or demonstrate
  • Conduct a brief induction into both the VR headset controls (such as volume and headset strap adjustment) and the relevant hand operated controllers too.
  • That the virtual trainer will guide them and they should repeat the procedure multiple times independently
  • Basic headset hygiene and handling — particularly important for shared equipment.
  • Meta’s associated safety guides.

Learners who know what is coming engage better and waste less time getting comfortable with the technology.

4. MANAGE THE SESSION IN THE ROOM

Run VR sessions in small groups where possible — ideally up to eight learners per session depending on how many headsets you have. Ensure all learners are well spaced apart and that their stationary boundaries have been correctly set up. Make sure all learners are comfortable with teleporting in the virtual environment, this will minimise their temptation to walk around in the real world.  If necessary,  another approach to reduce a learner’s temptation for this is to sit them in a swivel chair.

While one group of learners is in the VR environment, others can be reviewing technical data, completing related written tasks, or even discussing their understanding of what the VR training is asking their peers to do by watching and reviewing their physical movements.

Observe learners during the VR session. Most will be fully absorbed — which is the point — but some may need prompting to take their time on each step rather than rushing through. Remind them before they start that accuracy matters more than speed.

The system handles the training, assessment and certification.  Your job during the session is session management, learner safety, educational support and maximising knowledge retention (through the use of professional discussion),

5. PROFESSIONAL DISCUSSION AFTER EVERY SESSION

Professional discussion is where a significant part of the learning happens. For example professional discussion could include the following:

  • What did learners do correctly?
  • Where did errors occur, and why?
  • What were the safety critical steps?
  • Why were they embedded into the VR experience?
  • What were the key technical steps?
  • What were those technical steps designed to achieve?
  • Were there any areas which didn’t seem to make sense?
  • What, if anything, in the real world, would they do differently and why?

This is the same structure used in simulation-based training across healthcare, aviation, and emergency services — fields that have used immersive training for decades. It works because it gives learners a safe space to examine their own decision-making without the consequences of a real-world error.

LINKING VR TEACHING TO LEARNING OUTCOMES

How VR teaching supports learning outcomes is a question most tutors ask first, and rightly so. After all, VR is only worth using if it demonstrably contributes to the outcomes your learners need to achieve.

OVA’s VR modules are built around specific procedures with clear learning objectives. The system tracks every action a learner takes and upon achievement issues the certificate. That certificate is available to the tutor and can be used directly as evidence of competence towards their relevant qualification.

When planning how VR fits into your programme, map each module to the specific unit or learning outcome it addresses. This makes it straightforward to justify the session in your scheme of work and to use the output as part of the learner’s evidence portfolio.

COMMON CONCERNS FROM EDUCATORS

DO I NEED TO BE HIGHLY IT LITERATE TO RUN A VR SESSION?

No. OVA’s system is designed to be run by college tutor, not an IT engineer. Setting up the headsets, launching the modules and reviewing the progress data does not require any specialist technical knowledge beyond what a modern day computer literate professional would be expected to understand. We provide tutors with full onboarding and ongoing support, and most tutors are confident running sessions independently after only one or two orientation sessions.

WHAT IF SOME LEARNERS STRUGGLE WITH THE HEADSET?

A small number of learners experience giddiness during their first few VR sessions — it can take a few goes before they adjust. Regulary short breaks are advisable. Keep sessions to a sensible length, allow learners to take breaks if needed, and brief them in advance so they know what to expect. Many learners adjust quickly or no issues at all.

HOW DOES VR TEACHING FIT ALONGSIDE MY EXISTING DELIVERY?

It sits alongside it, not instead of it. VR teaching is a tool for a specific part of your delivery — the part where learners need to practise a complex procedure, potentially before they are ready to do it for real. Everything else in your programme continues as normal. The VR session takes the place of a practical that was either not possible, not safe, or not available at the right moment in the learner’s journey.

CAN VR EVIDENCE COUNT TOWARDS QUALIFICATION REQUIREMENTS?

With the right documentation, yes. OVA’s built-in certification system generates a record of each learner’s achievement and can support evidence portfolios and progress reviews. Speak to us about your specific qualification requirements and we will advise on how the output integrates with your existing evidence requirements.

VIRTUAL REALITY TEACHING IN AUTOMOTIVE COLLEGES

At Our Virtual Academy, virtual reality teaching is built around the automotive procedures that matter most in further education — the ones that are hazardous, too equipment-intensive, or too costly to deliver at scale through traditional methods.

Our modules are developed by experienced vehicle technicians who understand what college learners need to be able to do before they enter the workshop. Ben Stockton, OVA’s founder, trained as a mechanic and spent years in automotive training before building OVA. That background shapes everything we build.

Our VR and CGI training is designed to transfer real knowledge — not just help learners pass an assessment. If you want to know more about the outcomes our training produces, read our post on the benefits of VR in education.

If you are an automotive tutor or curriculum lead looking at how to bring VR into your programme, find out more about our VR automotive training for colleges or book a demo and see it for yourself.

Ask About a Demo

FREQUENTLY ASKED QUESTIONS

How do I use VR in teaching without specialist technical support?

OVA’s system is set up for tutors to run independently. The headsets are straightforward to manage, the modules launch simply, and the achievement data is presented clearly after each session. We provide full onboarding so you are confident before you run your first session with learners.

How long does a VR teaching session take?

This depends on the module and the learner. A guided learning session typically takes approminately one hour. The professional discussion stage adds further time. Plan for a full practical session slot — and build in time for the discussion, which is where much of the consolidated learning takes place.

How many headsets do I need for a class?

You do not need one per learner. Most colleges run VR sessions in rotation — roughly four to eight headsets for a group learners, with other activities running alongside. Contact us and we can advise on the right setup for your group size.

Can I use OVA VR modules with apprentices as well as full-time learners?

Yes. The modules are equally effective for apprentices and full-time learners. For apprentice programmes, the structured assessment output is particularly useful for supporting off-the-job training records.

What subjects is VR teaching most effective for?

In vocational and technical education, VR teaching works best for procedures that are high-risk, high-complexity, or equipment-intensive — where learners currently do not get enough hands-on practice before working on the real thing. Automotive, engineering, medical and health and safety training are strong examples.