Why 82% of Teachers Support VR in Education: A Practical Guide for Schools
- Kailey McCauley
- Oct 7
- 4 min read

According to research from the XR Association and ISTE, 82% of high school teachers find XR learning experiences well designed and able to deliver high-quality academic content. With nearly two-thirds wanting to see VR used regularly in schools, let's explore what this means for K-12 education and how platforms like Lobaki are making implementation accessible.
The Current State of VR in Education
The numbers from the recent EdTech Magazine report paint a clear picture: 67% of high school teachers want to see virtual reality used regularly in classrooms. This represents a significant shift in educational technology adoption, moving VR from experimental to essential.
As noted by Jason Brown, senior field solutions architect with CDW Government, and his colleagues Cari Warnock and Melisa Genis, XR technology now enables experiences once thought impossible, students can explore the surface of the moon, navigate through the digestive system, or conduct virtual dissections, all from their classroom.
Practical Benefits Schools Are Discovering
Managing Costs Through Virtual Labs
According to the EdTech Magazine analysis, VR shouldn't completely replace hands-on activities but can help schools:
Save money on materials
Eliminate cleanup time
Reduce wear and tear on lab equipment
Allow students to practice and repeat lessons without additional costs
For schools facing budget constraints, these savings on consumable materials and equipment maintenance can be substantial, especially in science departments where chemicals and specimens represent ongoing expenses.
Addressing the Engagement Challenge
The statistics are striking: 72% of high school teachers report that cellphones are a major distraction in their classrooms. Meanwhile, 85% of U.S. teens play video games. As the article explains, VR tools "gamify learning experiences," speaking the digital language students already understand.
With educational VR solutions, teachers can monitor what students are doing in virtual environments, allowing them to guide learning, correct mistakes, and provide assistance when needed, maintaining classroom management while increasing engagement.
Supporting Diverse Learning Needs
Assistive Technology Applications
The EdTech report highlights that students who find social interactions or verbal communication challenging "may find it easier to work with educators in a VR setting." The technology enables:
Personalized pacing for individual learners
Customized curriculum delivery
AI tutors for additional support
Safe spaces for students to practice without peer pressure
As noted in the article, private, charter, and independent schools are particularly interested in these assistive technology solutions as they serve growing populations of students with autism, neurodivergence, or other learning disabilities.
Addressing the CTE Teacher Shortage
The article identifies a critical challenge: "Schools across the country are struggling to hire certified individuals to teach trades and other electives." VR offers a practical solution by:
Enabling students to learn trades virtually with fewer certified teachers required
Allowing CTE classes to be introduced as early as middle school
Opening possibilities for exploring computer-aided design, architecture, construction, and healthcare
Providing both soft skills and technical knowledge valued by employers
Implementation Considerations
Infrastructure and Management
The CDW experts emphasize several key implementation factors:
Device Options: Schools are keeping VR headsets "in specific classrooms or on device carts," with some exploring options to "package VR headsets with other student devices, such as laptops."
Management Systems: The article notes that "at its core, a VR headset, such as a Meta Quest 3, is an Android device" that can be managed with mobile device management (MDM) systems, just like other school devices.
Professional Development: The experts stress that professional development is "vital to the success of a VR rollout."
Platform Considerations
The EdTech article mentions various platforms schools should evaluate based on their needs, including Victory XR, Inspirit, ArborXR, ManageXR, ClassVR, and Meta. When evaluating options, schools should consider factors like curriculum alignment, ease of use, and support services.
How Lobaki Fits Into This Landscape
For schools looking to implement VR based on these research findings, Lobaki offers several features that align with the needs identified in the EdTech report:
Curriculum-Aligned Content: Lobaki provides 750+ immersive lessons aligned to CTE pathways, K-12 standards, and workforce skills, addressing the content needs highlighted in the research.
Teacher Support Tools: The AI-Powered Lesson Planner allows teachers to upload their weekly curriculum and receive matching VR simulations automatically, addressing the time constraints educators face.
Device Management: The Web Portal serves as a command center where teachers can track student performance, manage devices, assign lessons, and monitor progress in real time, similar to the MDM capabilities the article recommends.
Simple Implementation: Using wireless Meta Quest headsets with no IT team required, plus included implementation support and training, addressing the infrastructure and professional development needs the experts emphasize.
Making an Informed Decision
The research is clear about VR's potential in education. With 82% of teachers recognizing its value for content delivery and 67% wanting regular classroom use, the question becomes how to implement effectively rather than whether to implement at all.
Key factors for schools to consider:
Start with Clear Objectives: Define what you want VR to accomplish—improved engagement, expanded CTE offerings, or support for diverse learners
Evaluate Infrastructure: Consider your network capacity, device storage, and charging solutions
Plan for Professional Development: Ensure teachers receive adequate training and ongoing support
Choose Aligned Content: Select platforms with curriculum-aligned materials that match your standards
Consider Management Needs: Look for solutions that integrate with existing device management approaches
Moving Forward
As the EdTech Magazine article concludes, "Through appropriate procurement and deployment strategies, schools can give students everything they need to access an XR world of possibilities."
The convergence of teacher support, proven benefits, and accessible technology makes this an opportune time for schools to explore VR implementation. Whether addressing engagement challenges, supporting diverse learners, or expanding CTE offerings, the tools and evidence exist to make informed decisions about bringing virtual reality into the classroom.
Next Steps for Your School
If you're considering VR for your district:
Review the research and statistics to build your case
Assess your specific needs and objectives
Evaluate available platforms and their alignment with your goals
Plan for infrastructure and professional development
Connect with providers to explore options and see demonstrations
For more information about Lobaki's VR education platform, visit our website or schedule a discovery call with our education team.




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