The Future of VR in Education – What’s Coming in the Next Decade?
Predicting how tech will evolve in even three years is tough – over 5-10 years, it’s nearly impossible. Still, some trends could have a big impact on education in VR.
Integrating virtual reality in schools has historically been challenging. Even today, it’s not a simple task, though it’s more manageable and worthwhile than just a few years ago. To give some context: the VR hardware & software schools typically use today are outdated by current standards and usually require an expensive subscription.

However, VR didn’t first appear in schools. It began in universities and was used for scientific research in fields like psychology, medicine, and engineering. These experiments paved the way for immersive tech to support teaching later and enhance student learning.
Although things unfolded differently in primary and high schools than in universities. Even now, VR in schools isn’t systematically implemented – educational institutions independently search for hardware and educational apps, leading to uneven quality and results. Around a decade ago, ClassVR emerged as an early fix for VR in education. Still, it has been hampered by issues like a closed headset lacking access to other VR applications, low-quality content, a small library, technical glitches, and a subscription model with ongoing fees, keeping it from gaining traction.

VR in education has faced plenty of problems. Subscriptions are a big one – needing renewal every one, two, or three years (depending on the plan), they pile on costs. The reality is that most schools can only afford headsets and software through one-time funding projects from the EU or government grants. It doesn’t give a budget to cover recurring fees every few years.
Here’s the starting point: today’s hardware, like the Quest 3 and Quest 3S, is already solid for school use. Software was the weak link, with the main challenge being the lack of alignment with core curricula and poor quality content. But it is catching up fast, and already we can find Education VR platforms with lessons as well as a large number of 360 videos, virtual tours, and VR simulations.
Given that hardware is good enough for the schools to use, the software is catching up, and the huge gap between these two is getting filled, what can we expect for the next 5-10 years from now?

Schools will likely go for cheaper headsets to outfit entire classrooms, while universities – and sometimes regular schools, too – might opt for pricier devices for specialized needs.
Affordable headsets, like those in the Quest price range, will pick up more advanced features over time. Here’s what to expect:
- Eye and face tracking
- Improved passthrough and enhanced Mixed Reality
- Higher resolution screens with better optics
- Slimmer, lighter designs
- More power, with slightly longer battery life (though not a huge jump, like from 2 to 6 hours)
- Smoother, more polished software
Some of these upgrades will hit headsets in the next 1-3 years, but within a decade, they’re likely to become standard, making headsets far better, slimmer, and lighter too, and significantly easing the implementation of VR in schools.
That said, a new type of device will emerge in the next few years: True AR Glasses. At Meta Connect 2024, Mark Zuckerberg highlighted Meta’s push toward True AR Glasses. He revealed the “Orion” prototype – the glasses under 100g with advanced features and a relatively sleek, everyday look.

Consumer AR Glasses like these might hit the market in 2-3 years, though with slightly weaker specs than Orion. They’ll likely launch in limited numbers, at a high price, and possibly in just one region. However, over 10 years, they could reach more people, including schools, joining the VR and MR adoption already underway.
Let’s be honest: VR and MR headsets are impressive and will likely outshine AR Glasses in Mixed Reality features, but they’re still clunky and heavy, not ideal for every lesson.
AR Glasses, though? Imagine them on every desk. When a teacher wants to show a 3D model, like geometric shapes or historical weapons, they tell students to slip on the glasses already sitting there. No bulky headsets to wrestle with – just simple glasses. These advancements will shake up the core of education. VR/MR headsets and AR Glasses won’t replace teachers or books, but I expect they’ll become common tools in lessons, helping teachers, sparking student interest, and boosting learning.

Issues like pre-lesson headset and app setup still linger, but solutions like Meta Horizon Managed Services (MHMS) are gradually smoothing them out. With lighter MR headsets, AR Glasses, and solid school networks, using them will feel effortless. Combined with strong educational content, they’ll play a key role in every class.
This might sound like sci-fi today, but it’s starting to take shape in the next few years.
What should schools and universities prepare for?
First and foremost, the schools should prepare their teachers on how to use VR in schools. If the educational institution has, or plans to have, VR/MR Headsets, it should also consider giving the teachers training with these devices. Teachers should be aware of the advantages that this technology brings and how it may shape the new ways of teaching.

Schools should also prepare a good infrastructure. Having a dedicated class for VR and MR would be ideal, but, of course, it is not feasible for the majority of schools. However, try to get the best wifi network to as many classrooms as possible, and if there are a few classrooms with the best wifi connection, choose these as the ones where education VR lessons will be carried out.
When VR and MR headsets become more common in schools, teachers will need to get more comfortable with using them during their lessons. New ways of teaching will be discovered, and 3D will be a part of the learning process, helping students to understand abstract ideas, explore the world, and do much more through higher engagement, immersion, presence, and retention.