For Teachers

VR in the Classroom.

How immersive learning modules fit into everyday school life – designed for 45-minute lessons, limited devices, and real classrooms.

The School Reality

VR must adapt to school routines – not the other way around.

45 Min
Lesson duration
VR must fit into this structure
3 – 8
Devices per class
Rarely one device per student
5 – 10 min
Tech overhead
Setup, briefing, troubleshooting

Three Modes – One Module

Every module can be started in one of three modes. The teacher decides: "Start in blue mode." Duration, depth, and quiz adapt automatically.

Quick Input

3 – 5 min

Key facts only. Compact topic introduction – ideal as a mandatory station or impulse.

Introduction, mandatory station, impulse
No quiz or 1 question
Slide 1 – 2

Standard

6 – 8 min

All core slides with a short quiz. The main use case for station-based learning.

Station-based learning (main use case)
Short mandatory quiz (1 – 3 questions)
Slide 1 – 5

PLUS

8 – 12 min

Additional perspective after the quiz. For differentiation and faster learners.

Differentiation, self-directed learning
Required quiz + PLUS afterwards
Slide 1 – 5 + PLUS

Where VR Fits Into Your Lesson

VR is never the lesson itself – it's always part of a work phase. Here's how it integrates into common classroom formats.

Station-based Learning

Key Use Case

Split class into groups, 4 – 6 stations, rotate every 5 – 10 minutes. VR is one station among several.

Standard (6 – 8 min)Device scarcity is no issue – immediately integrable without restructuring lessons.

Self-directed Learning

Students work independently, often differentiated. PLUS provides an additional perspective after the quiz – optional, not mandatory for everyone at the same time.

PLUS (8 – 12 min)Ideal for faster learners or varying levels.

Input Phase

Teacher introduces the topic. VR as a short impulse – passive or very simple interaction. Everyone sees the same.

Quick Input (3 – 5 min)Limited with few devices – also possible via projector/demo.

Reflection / Consolidation

Not directly in VR – but VR outcomes are processed here. 'What did you observe?' 'What decision did you make?'

Without this phase, VR feels like a gimmick. Extremely important for teacher acceptance.

Group Work

One experiences VR, others work on parallel tasks. Clear roles: observer, note-taker. Results must be shareable.

Standard (6 – 8 min)Promotes cooperation – VR becomes a team experience.

Structure of Every Module

A strict standard format – designed for hundreds of modules with the same principle.

1

Hook

30 – 60 sec

'Wow' moment, problem, or scene that grabs attention immediately.

2

Experience

4 – 7 min

Core content – interaction or guided observation in 360° space.

3

Mini Task

1 – 2 min

Decision, matching, or perspective change directly in VR.

4

Exit / Handover

Instant

Clear question or task for outside VR – bridge to the consolidation phase.

In Practice

"Everyone start in blue mode."

Since the headsets work offline, the teacher can't control them remotely. Instead, each module shows a clear start screen where students select the assigned mode.

Color coding instead of jargon – colors > names
Time indication visible for every mode
Auto-start after 3 seconds in standard mode
Progress indicator – students know when they're done

Module Start Screen

Auto-start in Standard mode in 3s…

What Works – And What Doesn't

What works

6 – 10 minutes per module
Usable without preparation
Flexible as a gap filler (5 – 10 min)
Fits existing methods (stations, groups)
Not all devices needed simultaneously
Modules usable independently
Clear follow-up task after each module

What doesn't work

15 – 20 minutes VR in one goToo long, organizationally impractical
Complete lessons in VRTeachers lose control
Complex controlsSimply won't be used
Free exploration without time limitLeads to chaos in the schedule
VR mandatory for everyone at onceFails due to device scarcity
VR is never the lesson – it's always part of a work phase.

Teachers always ask: 'What are the other students doing meanwhile?' If you can't answer that, your product won't be used.

Ready for VR in your classroom?

Our modules work offline on VR headsets, in the browser, and as H5P exports for learning platforms.

Get in touch