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For many years, cost and the computing power necessary to produce realistic
environments were the main barriers to using virtual reality in education (Merchant et al., 2014;
Bell and Fogler, 1995). Furthermore, some virtual reality systems were difficult to use
(Youngblut, 1998) and the equipment the user needed to wear was bulky and hindered
immersion (Ray and Deb, 2016). Thankfully, the advances in technology for mobile devices
have reduced the size of VR devices (Wu et al., 2013), and for some reduction in quality, mobile
devices in inexpensive viewers such as Google Cardboard has made virtual reality extremely
affordable.
An unavoidable drawback is that reliance upon virtual reality environments adds another
point of failure that needs to be planned for. As with any computer, virtual reality devices can
break or crash and the risk of any one malfunction occurring increases as more students use
virtual reality devices (Choi, 2016; Wu et al., 2013). As a result, it would be helpful to keep
backup devices on hand and backup lesson plans must be present in case technical issues,
Internet outages, or other circumstances would prevent the entire class from using virtual reality.
Furthermore, several participants in virtual reality studies have felt nausea, motion-sickness, or
minor headaches while using the devices (Kinateder et al., 2014), reaching as high as 10-20% of
users in one study (Hussein and Nätterdal, 2015).
There is also the additional time required for the students and teachers to learn how to use
their virtual reality devices. For example, improperly adjusted head-mounted displays can cause
the images and text to appear blurry (Hussein and Nätterdal, 2015), and the additional cognitive
load of learning how to navigate and explore in the virtual world requires teachers to build time
into their lesson plans to teach their students how to use their devices (Wu et al., 2013). Beyond
using the tools, teachers or administrators need to procure or build the virtual worlds or
simulations for their classes. Since most teachers do not have the time or the technical skills to
create their own virtual reality applications, third parties will probably be needed to create and
maintain these programs and the content with them (Choi, 2016). With that in mind, it is also
important to ensure that the programs being used can be modified, customized, or updated easily
by the instructors so they can cater to the needs of their individual classes and students (Klopfer
and Squire, 2008; Kerawalla et al., 2006).
It is vital to remember that virtual reality technology does not reduce the importance of
lesson planning or the role of the teacher in class instruction. Although the teacher’s role with
virtual reality tools typically shifts to being a coach and a mentor (Zhang, 2013), the teacher’s
guidance is still critical when using virtual reality systems (Lee et al., 2010). Furthermore, there
need to be clear educational objectives and goals that virtual reality use support (Choi, 2016;
Baker et al., 2009). There are some cases where virtual reality is not the best method for
accomplishing a learning objective (Pantelidis, 2010) so it is essential to look at the course
curriculum and determine where virtual reality can help, and where other teaching methods more
appropriate.
Finally, we must remember that integrating virtual reality with a curriculum can be
difficult and some teachers may be resistant to using the new technology (Huang, 2016). Some
reasons center around the need to redesign the lesson plans from a teacher-centered, delivery-
based focus to a student-centered lesson plans. It also may take more time to teach a topic with
virtual reality than with traditional measures (Wu et al., 2013). If the virtual reality tools are
difficult to use, this may discourage teachers from employing it in their classrooms (Choi, 2016).
Also, since many teachers may not have been exposed to the capabilities or applications of
virtual reality in the classroom, some form of professional education should be used so the