FEATURE: SEND
Rethinking VR: alternative routes to learning
‘virtual field trips’ such as taking pupils to the surface of Mars, exploring ancient civilisations or standing inside a volcano.
Transporting a student somewhere they could never ordinarily visit has, understandably, become one of the most recognisable applications of VR in classrooms. These experiences can be incredibly valuable, particularly when it comes to accessibility and inclusion, but I believe some of the most powerful applications of VR fly under the radar.
The value of immersive technology extends far beyond taking pupils somewhere extraordinary. Sometimes, its value is much more ordinary: helping a learner understand a text, visualise an unfamiliar concept, rehearse a real-life situation, or engage with an abstract idea.
S
imon Bradshaw, Head of Education at Avantis Education, discusses the role of VR in enabling new approaches to learning – for SEND learners, but all pupils and teachers too.
When people think about virtual reality (VR) in classrooms, they tend to think big. Educational VR has become synonymous with
Accessibility isn’t only about making a place or experience inclusive and available to all pupils. VR should also give teachers another way of approaching day to day classroom learning in itself.
As a former primary teacher, I know that when presenting information to a classroom of pupils, not every child will process or understand it in the same way. A written explanation that makes sense to one pupil
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might need a different route in for another. Some children need to see something in context, while others benefit from experiencing a visual concept or approaching it from a different angle. This is an area where VR can really make a substantial impact.
Levelling the playing field
Inclusion does not necessarily mean every pupil has to learn in exactly the same way. Sometimes it means providing different routes to the same outcome. This can be particularly important for SEND pupils, but the principle applies much more widely.
Giving teachers additional tools and greater flexibility to support how pupils experience and engage with learning has always been at the heart of ClassVR’s mission.
More recently, that principle has shaped EduverseTHRIVE, a VR tool developed specifically to support inclusion. It provides immersive virtual spaces and experiences that can aid in areas such as sensory and emotional regulation, and the development of essential life skills.
Pupils can create their own virtual sensory spaces, customised around their individual needs and preferences, while other experiences allow them to explore
October 2026
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