2025 ASEE Annual Conference & Exposition

Best Practices for Developing Virtual Reality Education Simulations

In recent years, virtual reality (VR) has seen an increase in usage in schools as a novel way to provide students with immersive learning experiences. Through the use of VR, students can explore real and abstract concepts that fall under the DICE (Dangerous, Impossible, Counterproductive, or Expensive) categories-- concepts that cannot be easily taught with traditional methods. With VR, instructors can expose students to new learning opportunities. However, developing a customized VR learning simulation is a time-intensive process that requires careful design decisions early on, as these choices can be difficult to revise later. The end product must not only be engaging and informative, but also accessible to a wide audience. Moreover, given the significant investment in both VR headsets and development time, it is essential that the final product justifies the use of VR as a medium.

This paper examines the design challenges of developing an educational VR simulation from the scratch, with a strong focus on pedagogical, accessibility, and technical implementation considerations. This paper offers a series of best practices for creating effective simulations for classroom use, drawing from real-world case studies from multiple STEM fields to illustrate practical applications. The strategies and lessons learned serve as guidelines for designing other VR educational simulations and are applicable to a variety of subjects. The findings are relevant to educators and developers alike and contribute to the broader conversation on integrating VR into the classroom.

Authors
  1. Mollie Johnson Massachusetts Institute of Technology [biography]
Note

The full paper will be available to logged in and registered conference attendees once the conference starts on June 22, 2025, and to all visitors after the conference ends on June 25, 2025