Rural Exceptional Student Talent Opportunities, Resources, & Experiences
Rural Exceptional Student Talent Opportunities, Resources, & Experiences
Main ClassVR Site
ClassVR
ClassVR Headset Solutions
ClassVR VR Headsets
Teacher Classroom Management Overview
Classroom Management and Lesson Planning
Eduverse Content Overview
Eduverse Content Overview
Downloads and Resources
ClassVR Downloads
How-To Guides
ClassVR How-To Guides
Setup and User Guide
ClassVR Setup and User Guide
ClassVR YouTube Channel
ClassVR YouTube
ClassVR is a virtual reality and augmented reality system designed specifically for schools. It includes classroom-ready headsets, teacher controls, curriculum-aligned immersive content, and the ClassVR portal, where teachers can launch, manage, and monitor VR experiences.
The goal is not to use VR as a “fun extra.” The goal is to help students experience places, concepts, systems, and perspectives they could not easily access in a regular classroom.
ClassVR works best when it is used as a short, purposeful learning experience connected to discussion, writing, drawing, questioning, or design.
ClassVR includes:
· ClassVR headsets
· Secure storage and charging case
· Teacher-controlled ClassVR portal
· Eduverse content library
· Curriculum-aligned VR and AR resources
· 360° images and videos
· Teacher guides and lesson resources
· Student-friendly headset interface
· Ability to launch content to multiple headsets
· Teacher monitoring and classroom management tools
· Options to create playlists or upload custom content
Helpful link: What’s included in the ClassVR solution
Do not think: “I have to be a VR expert.”
DO Think: “I am using VR as a 5–10 minute experience that gives students something powerful to notice, discuss, question, and connect to learning.”
Your job is to choose the experience, prepare students, manage the headsets, and help students make meaning afterward.
Before students touch the headsets, explain:
· Stay seated unless the teacher says otherwise.
· Keep both hands on or near the headset.
· Stop immediately if you feel dizzy, sick, uncomfortable, or overwhelmed.
· Raise your hand if you need help.
· This is a learning tool, not free play.
Choose one teacher-selected image, scene, or video from Eduverse.
Ask students to focus on one simple task:
“Look carefully. Your job is to notice three things, wonder about two things, and be ready to explain one connection to what we are learning.”
Helpful link: Eduverse Content Overview
Students should not leave the lesson only saying, “That was cool.” They should process the learning.
Ask:
· What did you notice?
· What surprised you?
· What did the VR experience help you understand?
· What questions do you have now?
· How does this connect to today’s lesson?
· What would you still need to investigate?
Time: 20–30 minutes
Grades: Adaptable for elementary through high school
Materials: ClassVR headsets, ClassVR portal, one selected Eduverse experience, reflection sheet or sticky notes
Teacher goal:
Use one short VR experience to spark observation, curiosity, and discussion.
Simple lesson flow:
1. Prepare: Tell students what they are about to experience and what to look for.
2. Experience: Launch one VR resource to the headsets.
3. Notice: Students identify details they see or hear.
4. Wonder: Students generate questions.
5. Connect: Students connect the experience to the lesson topic.
6. Reflect: Students write, draw, discuss, or share one takeaway.
Helpful support: Classroom Management and Lesson Planning
Start seated. For the first few lessons, have students stay seated while using headsets.
Use short sessions. Five to ten minutes in VR is enough for a strong first experience.
Preview the content first. Teachers should view the resource before students use it.
Use partners if needed. One student can use the headset while the partner records observations, then they switch.
Give a clear viewing task. Students need a purpose before the headset goes on.
Avoid free exploration at first. Teacher-launched content is easier to manage than open browsing.
Build in reflection time. VR should be followed by speaking, writing, drawing, designing, or questioning.
Have a headset routine. Teach students how to pick up, wear, clean, return, and charge headsets.
· What do we already know about this topic?
· What are we hoping to see or understand?
· What should we pay close attention to?
· What vocabulary might help us describe what we see?
· What details do you notice?
· What seems important?
· What is different from what you expected?
· What would you want to zoom in on, revisit, or compare?
· What did the experience help you understand?
· What questions do you still have?
· What did you see that connects to our reading, unit, problem, or project?
· What evidence can you use from the VR experience?
· How would you explain this to someone who did not use the headset?
· Pair the student with a peer observer.
· Use a short, teacher-guided experience.
· Give a simple observation checklist.
· Preview key vocabulary.
· Let students draw instead of write.
· Allow students to watch on a projected teacher screen if headset use is uncomfortable.
· Offer an opt-out or alternative viewing option if needed.
· Ask them to compare two VR locations or scenes.
· Require evidence-based observations.
· Have them create a claim-evidence-reasoning response.
· Ask them to design a solution based on what they saw.
· Have them create a travel log, field notes, museum label, or scientific explanation.
· Ask them to generate higher-level questions for further research.
Use: One teacher-selected Eduverse scene or 360° image
Try: Notice/Wonder/Connect
Focus: Observation, curiosity, vocabulary, discussion
Helpful link: Eduverse Content Overview
Use: A short playlist of two or three related resources
Try: Compare and contrast two environments, places, structures, or systems
Focus: Similarities, differences, evidence, academic discussion
Helpful link: Classroom Management and Lesson Planning
Use: Curriculum-aligned Eduverse resources
Try: Science systems, historical locations, geography, careers, art, architecture, world language, or CTE experiences
Focus: Content connections and academic vocabulary
Helpful link: ClassVR Downloads and Resources
Use: VR experience as a launch for writing, design, or research
Try: Field journal, travel brochure, engineering redesign, debate, museum exhibit, or student presentation
Focus: Transfer of learning beyond the headset
Helpful link: ClassVR How-To Guides
Use: Playlists, custom content, uploaded resources, or cross-curricular units
Try: Student-created tours, community projects, career simulations, design challenges, or inquiry units
Focus: Creation, research, presentation, problem-solving
Helpful link: ClassVR Setup and User Guide
Choose one based on grade level and time.
· Explore habitats, ecosystems, landforms, weather, space, body systems, or energy systems.
· Have students collect observations and generate scientific questions.
· Follow up with claim-evidence-reasoning.
· Visit historical sites, landmarks, geographic regions, communities, or cultural locations.
· Have students compare past/present, human/environment interaction, or geographic features.
· Follow up with map work, discussion, writing, or primary source analysis.
· Use VR as a setting-building or background knowledge tool.
· Have students write sensory descriptions, travel journals, narratives, or informational paragraphs.
· Pair VR with vocabulary, imagery, and point of view.
· Look for geometry, scale, patterns, measurement, angles, structures, and spatial reasoning.
· Have students estimate, sketch, compare, or design based on what they see.
· Use VR to expose students to workplaces, tools, environments, and career pathways.
· Follow up with career reflection, job skills discussion, or problem-solving tasks.
· Explore architecture, museums, landscapes, public spaces, and design elements.
· Have students analyze form, function, color, space, and user experience.
“Today we are using VR as a learning tool. Your job is not just to look around. Your job is to notice carefully, think deeply, and connect what you experience to what we are learning. If you feel uncomfortable at any time, raise your hand and take the headset off.”
Have students finish one or more of these:
· I noticed…
· I wondered…
· I was surprised by…
· This helped me understand…
· This connects to our lesson because…
· One piece of evidence I saw was…
· I still want to know…
· If I could go back into the experience, I would look more closely at…
Problem: Students treat VR like a toy.
Fix: Give a clear task before headsets go on.
Problem: Students get overstimulated.
Fix: Use shorter VR sessions and seated viewing.
Problem: Students do not know what to focus on.
Fix: Give one viewing purpose: notice, compare, find evidence, or generate questions.
Problem: Some students feel dizzy or uncomfortable.
Fix: Let them remove the headset immediately and use an alternate viewing or partner role.
Problem: Headset distribution takes too long.
Fix: Number the headsets and assign students to the same number each time.
Problem: Students forget what they saw.
Fix: Have them record notes immediately after the headset comes off.
Problem: Lesson feels disconnected from instruction.
Fix: Always pair VR with a before/during/after task.
“Today we are going to use ClassVR for a short learning experience. You will stay seated while using the headset. I will launch the experience for you. Your job is to look carefully and be ready to share three things you noticed, two things you wondered, and one connection to our lesson. If you feel dizzy, uncomfortable, or overwhelmed, take the headset off and raise your hand.”
· Start with students seated.
· Use short sessions, especially for first-time users.
· Stop immediately if a student feels dizzy, nauseous, uncomfortable, or disoriented.
· Make sure students understand how to remove the headset.
· Keep walkways clear.
· Clean headsets between users according to local/school procedures.
· Use teacher-controlled content rather than open exploration for beginners.
· Supervise students while headsets are in use.
· Review the official ClassVR setup, user, and health/safety guidance before classroom use: ClassVR Setup and User Guide
A good ClassVR lesson has students:
1. Experience something connected to the lesson.
2. Notice something specific.
3. Ask or answer a meaningful question.
4. Connect the experience to learning.
That is enough for a strong first lesson.