Using XR in the Classroom
Consider Extended Reality (XR) as a way to increase engagement in your course! Research suggests XR experiences increases interest in the subject, curiosity & attitudes towards the coursework. Realistic simulations, interactive 3D models, and a sense of presence allow students to engage with complex subjects in a completely new way. XR can help foster problem-solving skills and critical thinking in a shared virtual environments.
Using XR in your class is a great way to engage your students with the concepts they are learning in your course. They can take virtual trips to the locations they are learning about, experience immersive narratives and get a hands-on understanding
“… Enable students to experiment with content in new ways and practice the procedures until they are comfortable performing real-life activities.”
Jason Webb, Ph.D., S.I. Newhouse School of Public Communications
What to Consider Before integrating XR in your class?
First, is XR even right for your class? Due to logistics, content and classroom culture XR might not be a perfect fit for your class.
Do you have an alternative to the XR experience? Some students struggle with XR so having an alternative no-360 experience will allow them to not miss out on a learning experience.
Select an experience that matches your learning objectives. While XR in your classroom is engaging, there might not be an experience that fits your subject matter.
How much class time do you want to dedicate to XR? On top of the runtime of the experience it takes time to teach students how to use the headsets as well as cycle each group through the experiences. We usually factor 10 minutes between each group.
How are you going to assess the learning? If using XR in class you can observe engagement and performance, but consider offering students a chance to reflect on their experience. You can also have your students make short review videos to talk about their experience and how XR ties back to the coursework.
CITL Resources for XR
Looking for Suggested Readings on XR?
CITL staff are currently working with Lehigh’s Outreach Librarians and the Lending Services team on a Libguide with suggested books for Teaching and Learning. One of the areas of focus of this guide will be classroom engagement such as XR. The focus of this guide will also be community-driven, and open to suggestions from Lehigh Faculty & Staff. In the meantime, if you have suggestions for materials please email the Instructional Technology team @ initt@lehigh.edu
Additional Resources from External Entities and Institutions
“Learning Everything There is to Know About Immersive Learning” - France Immersive Learning (2025)
“The State of XR and Immersive Learning Report” - iLRN (2025)
“Practical Use Cases for Learning With VR In Higher Education” - Inside Higher Ed (2025)
“Deepening Engagement and Learning Impact through Virtual Reality Activations” - Games for Change (2023)
“The Use of Extended Reality (XR) in Higher Education: A Systematic Review” - TechTrends (2025)
“XR in Higher Education: Adoption, Considerations, and Recommendations” - EDUCause (2024)
“Emerging Trends - Virtual Reality (VR)” - University of Maryland
“Deepen your knowledge of XR in Europe” - XR4Europe (2025)
“Adoption of virtual reality technology in higher education: An evaluation of five teaching semesters in a purpose-designed laboratory” - Education and Information Technologies (2021)
“Deep and Meaningful E-Learning with Social Virtual Reality Environments in Higher Education: A Systematic Literature Review” - Applied Sciences (2021)
“Educational Design of XR” - Newhouse Impact Journal (2024)
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