2. Focus on giving students experiences vs. delivering content.
It’s easy for students to get distracted by the novelty of being in VR, and that might mean they don’t absorb as much information. This doesn’t mean all is lost; try facilitating field trip-like experiences where the learning is more in the doing.

3. Think of it as an engagement tool, not a silver-bullet for learning.
In terms of learning outcomes, VR isn’t much different than other edtech-like digital games—which isn’t a bad thing. It does, however, seem to have an edge in terms of engagement. This means VR experiences might lend themselves well to lesson or unit introductions that’ll pique students’ curiosity and lead to more in-depth activities that get learning to stick.

4. Use VR as an empathy-builder, but be wary when it comes to young kids.
While there’s good reason to be suspicious of people who refer to VR as an “empathy machine,” there’s growing evidence that VR can help people with perspective-taking. However, when it comes to young kids, it’s probably not gonna work as well. For these kids—who don’t yet fully understand that others may feel differently from them—it’s best to work on perspective-taking in social situations.

5. Play-it-safe by limiting VR to shorter experiences.
VR is a bit of a wild west in terms of its effects, especially when it comes to kids and their brain development and health. Since VR has shown some significant impacts on adults, and kids are a different story in terms of their needs, it’s best to use it in moderation (i.e., 20-minute chunks) until more research has been done.

5 research-based ways to use #VR for learning

In addition to these research-based suggestions, there are some practical things to be mindful when using VR. First and foremost, make sure you have a large, open space for students to safely explore—like a library or gym. Even if you’re only using Google Cardboard, kids will want to spin around so they should each have more than an arm’s length of space all around them. A lot of VR can be done sitting down, so students could still be at their desks. There’s also a risk of students finding VR to be disorienting, or feeling sick. This is another reason why it’s good to limit VR to short experiences, and to make sure to check in with students to see how they’re feeling.

 [Editor’s note: This post originally appeared on Common Sense Education.]

About the Author:

Tanner Higgin is director, education editorial strategy at Common Sense Education where he leads the editorial team responsible for edtech reviews and teaching strategies. He also serves as the editor for literacy, arts, and social studies resources. Previously, he taught writing and media literacy for six years. Prior to joining Common Sense Education, Higgin worked as a curriculum developer and researcher at GameDesk, helping to design and launch Educade.org and the PlayMaker School.