Beyond the Classroom: Virtual Reality in STEM Education
- Lorna Salamán Jorge
- May 26
- 4 min read

Can you imagine walking on Mars, exploring the inside of the human body, or performing chemistry experiments without worrying about the risks? Everything is possible by incorporating virtual reality (VR), a tool that has transformed STEM (Science, Technology, Engineering and Mathematics) education.
VR is a technology that allows users to experience and interact with simulated and computer-generated 3D environments as if they were actually there, using devices such as special glasses or helmets.
Beginnings of Virtual Reality
Although the presence of RVl in schools is quite recent, its origins date back several decades. In 1962, Morton Heilig created "Sensorama," one of the first devices to offer a multisensory experience, including image, sound, vibration, and even smells. Six years later "Sword of Damocles" made its appearance. This device ushered in interactive virtual reality by using headsets with computer-generated graphics.
In 1992, the VR scenario moved to the university educational environment with the arrival of the CAVE (Cave Automatic Virtual Environment) system created at the University of Illinois at Chicago. It was a cubic room where the walls and floor projected 3D environments. Unlike helmets, the CAVE allowed for shared immersive experiences.
My first encounter with virtual reality was precisely with the CAVE system when I participated in an internship at the University of Illinois at Urbana-Champaign. The experience changed the way I think about the role of this type of technology. Now, VR – now more accessible and portable – is part of my educational vision: to enable students of any level to experience knowledge in an immersive, active, and meaningful way. In the CAVE system I enjoyed a unique experience reserved for scientific research; now it can happen in a classroom. And that, for me, means one of the great educational revolutions of our time.
Virtual Reality in Education
Virtual reality has begun to gain ground in education thanks to the development of increasingly advanced and accessible devices. Today, we have systems that adapt to various school environments, from science labs to traditional classrooms.
Although its educational integration began in a limited way, a turning point occurred in 2016 with the arrival of the Oculus Rift, a powerful headset that marked the rebirth of modern virtual reality. However, it was not a system within everyone's reach. To make this technology more accessible, Google launched Google Cardboard, an inexpensive and simply designed viewer that allowed many schools to have their first approach to the immersive world.
Since then, platforms designed specifically for education have emerged. One of them is zSpace, which uses mixed reality to allow students to manipulate three-dimensional models, especially in the field of science. ClassVR has been designed for the school environment: it offers teacher control, curriculum-aligned content, and a classroom-friendly interface.
Even so, the panorama changed significantly with the arrival of the Oculus Go, the first autonomous headset that did not depend on a PC or a mobile phone. This device opened the door to a more practical and portable use of virtual reality in education, facilitating its implementation in training activities inside and outside the classroom.
The next big leap came with the Meta Quest 2 and Meta Quest 3, two highly versatile devices that enabled immersive and collaborative experiences with greater freedom. In particular, the Meta Quest 2 helped transform the perception of VR in the educational field: it was no longer seen as an entertainment tool but as an innovative teaching resource. Many schools began to integrate it into their programs, creating dynamic and participatory lessons.
With the arrival of the Meta Quest 3, education took another step into the future, incorporating what we know today as mixed reality: a combination of virtual elements and the physical world in the same interactive experience. This advance places us in front of a new educational scenario, where the expanded reality promises to become the protagonist of teaching in the twenty-first century.
Benefits of Virtual Reality in STEM Education

Virtual reality allows students to interact with three-dimensional models of systems that are difficult to observe in the real world. It also encourages active and immersive learning, encouraging direct participation, critical thinking and problem solving, making the student the protagonist.
This type of technology offers opportunities to experiment without risk or high costs, which is especially useful in schools that do not have physical laboratories. Access to immersive experiences attracts attention and awakens the desire to learn. Without a doubt, VR helps students prepare for the future, bringing them closer to technologies that will be an essential part of many STEM professions.
Implementation of Virtual Reality
Although it has many benefits, Virtual Reality faces some barriers:
Initial cost of devices and licenses.
Lack of teacher training to integrate technology into the curriculum.
Misperceptions, such as seeing it only as entertainment.
Inequality in access, which could widen the digital divide.
Scarcity of longitudinal evidence to convince decision-makers.
There are ways to implement Virtual Reality in a simple way that does not require so many resources. It is possible to start with small but significant steps:
Use inexpensive headsets with mobile phones already available.
Take advantage of low-cost or free content.
Establish rotating stations for students to use devices in turns.
Train teachers first to ensure effective pedagogical use.
One of the platforms I recommend to start with is VictoryXR, which transforms STEM teaching through virtual worlds aligned with educational standards. Students can visit labs, dissect bodies in 3D, or explore outer space alongside their teacher, all from an immersive environment. In addition, it allows real-time classes with avatars and encourages collaborative work. VictoryXR turns the lesson into an experience that helps students develop technology skills and prepares them for the academic and professional challenges they will face in their future.
Beyond reality
Virtual reality is not the future of education: it is part of its present. It is not necessary to have all the latest generation devices, but to start with what is available and build meaningful experiences. VR allows students to explore and understand the world in ways that previously seemed impossible. In STEM education, where abstraction often alienates students, advanced technologies open a powerful door to wonder and understanding.
Do you dare to take the first step?
Commenti