Virtual Reality Moves From Gaming to the Classroom
As virtual reality (VR) becomes more accessible and immersive, higher education is beginning to explore its potential far beyond entertainment. At Michigan State University, Professor Rabindra “Robby” Ratan is leading the charge by teaching two full courses inside the VR metaverse, giving students a hands-on education not just about VR, but within it.
This innovative approach has allowed students to engage in real-time discussions, group projects, and experiential learning through their avatars, creating a level of immersion that even video conferencing tools like Zoom can’t match.
Why Teach VR in VR?
Ratan, a long-time researcher of avatar psychology and digital media, saw an opportunity to combine his research interests with a new method of teaching when Meta Quest 2 headsets became widely available. He now teaches Understanding Virtual Reality Experiences and Avatar Psychology, both of which are held inside the Engage VR platform.
Students don VR headsets either from home or on campus, where a teaching assistant helps troubleshoot technical issues. Each class is structured around interactive discussions, small group work, and real-time collaboration. According to Ratan, most students have never used VR before but are eager and curious to explore it — which is exactly the kind of mindset he wants to cultivate.
Creating a More Engaged and Focused Classroom
One of the most striking benefits of teaching in VR is the focused environment it creates. Unlike traditional online classes, students in a VR space can’t easily check their phones or switch browser tabs. The spatial audio feature means students only hear those nearby, mimicking the feel of real-world conversations.
Ratan notes that this setup leads to more participation and deeper engagement than Zoom or in-person classes. He uses tools like Slido to gather responses before class, which he then integrates into the VR environment for group analysis and reflection.
The Proteus Effect: Becoming Your Avatar
An interesting aspect of Ratan’s courses is the psychological transformation that occurs when students use avatars. Known as the Proteus effect, this phenomenon describes how people’s behavior often aligns with the characteristics of their digital personas. Ratan’s research shows that students who see themselves reflected in their avatars tend to perform better academically and engage more socially, making VR not just a platform for delivery, but an active participant in the learning process.
Challenges of VR-Based Teaching
Despite its advantages, teaching in VR isn’t without hurdles. Some students experience simulator sickness, which feels similar to motion sickness. Ratan mitigates this by limiting session durations to around 30–35 minutes, offering breaks, and providing options to join via mobile or computer when necessary.
There’s also a technical learning curve, especially when it comes to onboarding students, managing user accounts, and navigating in-platform mechanics. Ratan advises educators interested in VR to start slow, keep sessions short, and offer multiple access options to accommodate different student needs.
What the Surveys Say About VR in Education
A 2023 Wiley report revealed that two-thirds of instructors believe that more technology integration is inevitable in the next three years. Tools like AI, VR/AR, and flexible courseware are expected to become staples in future classrooms. However, a McKinsey survey from the same year warned that students still harbor concerns about online learning, including distractions and a lack of discipline.
That’s where VR shines. According to Ratan, “VR keeps students attentive because they can’t check their email or zone out.” And for those who need to move or fidget, students are encouraged to draw or build within the VR space — as long as it doesn’t disrupt others.
Expanding Access: Avatar Summer School and Beyond
Looking ahead, Ratan plans to scale his teaching model through a nonprofit initiative called Avatar Summer School. Launching this summer, the program aims to offer affordable, global access to VR-based learning, especially for students in under-resourced communities. The cost? Just $200 for students and $300 for professionals, with scholarships available.
Other Schools Are Taking Note
Michigan State isn’t alone. Across the U.S., other institutions are also exploring VR in education:
- William and Mary uses VR simulations for counseling role-play.
- Georgia State University sends students on virtual tours of Spain.
- West Virginia University lets students run a virtual ice cream shop.
- Indiana University Indianapolis trains students in public speaking through VR.
- University of Florida helps freshmen navigate campus virtually before they arrive.
These examples show that VR isn’t just a novelty — it’s a serious educational tool with the power to enhance learning outcomes across disciplines.
Conclusion: A Glimpse Into the Future of Learning
What’s happening at Michigan State University is more than an experiment — it’s a blueprint for the classrooms of tomorrow. By merging interactivity, immersion, and innovation, Ratan’s VR courses provide a model for how education can evolve in a tech-first world.
Though challenges like simulator sickness and technical onboarding remain, the benefits — including heightened engagement, deeper learning, and global reach — are too compelling to ignore. As VR becomes more mainstream, more universities may soon find themselves asking not “Should we teach with VR?” but “Why aren’t we already?”




