Headsets are cheap, however, top tier VR equipment such as motion sensors, and high performance computers can cost thousands- - putting them out of reach many students and universities. This raises concerns out equity and creates a digital divide between well funded and under resourced institutions.
For successful implementation, VR requires physical space accommodations, and trained IT support systems. More resources must be given to instructors so that they can be proficient in the technology to design relevant simulations to leverage the full pedagogical benefits of immersive learning environments
When immersed in simulations for extensive periods of time, users experience motion sickness, eye strain and fatigue (Behr et al). For students with sensory sensitivities or certain disabilities , VR can be more of a barrier than a breakthrough. Instructors must provide appropriate context or debriefing before placing students in graphic or emotionally charged simulations to avoid psychological distress, anxiety and desensitisation.
VR tools often track student interactions based on biometric and behavioural data, there is a significant risk of data ownership, consent, and the protection of students’ digital rights-areas that institutions must carefully address when integrating VR technologies into the classroom Colleges need clear policies to protect students' privacy and ethical use of immersive technology.