ClassVR Universal Adaptable Lesson Plan

One of the great strengths of ClassVR is its flexibility. With thousands of resources available across a multitude of subject areas, teachers can curate and combine our experiences to match the specific learning needs of their classroom. A single lesson might use one explorable scene, a set of 3D models, a 360° video, or a mix of media – all tailored to the required learning objectives.

To support this flexibility, the following adaptable lesson plan guide provides a best-practice framework that works with any combination of ClassVR content. It offers structure and flow while leaving teachers the freedom to shape resources in the way that best supports their students. By using this template and maintaining a consistent lesson structure each time the headsets are used, students develop a familiar learning routine that enables them to focus on the unique, immersive learning opportunities that VR provides.

Although preferable, not every classroom has a complete set of headsets. This template is designed with whole-class lesson strategies in mind, even if teachers do not have access to one headset per student. The Eduverse browser link plays an important role here. It enables teachers to guide the entire class through the content on the class board and provides links for students to explore on any device, while headsets are rotated between groups. This ensures that all students remain engaged in the same lesson flow, regardless of whether they are using a headset or not.

This three-part adaptable lesson plan will consistently support learning outcomes, strengthen knowledge retention, and create an enjoyable and structured classroom experience.

Lesson Plan Template Download

Each editable template includes:

  • A preparation checklist to ensure headsets, devices, browser access and resources are ready.
  • A clear teaching framework (Starter, Activity, Plenary) with learning objectives, key vocabulary, adaptive teaching strategies, and key questions to guide discussion and support assessment.

Preparation

Create your ClassVR playlist with relevant content on the portal (one to five pieces of content recommended). Check the content carefully to ensure it is appropriate for the required age range and to anticipate and address any issues students may encounter inside the scene.

Equipment Checklist:

  • VR headsets (fully charged and pre-loaded with the relevant content)
  • Laptops or tablets for all students
  • Student journals or notebooks (for KWL charts, notes, sketches and research)

Use the Eduverse link to display the content on the classroom board for whole-class teaching. If a full class set of headsets is available, all students can explore simultaneously. If using a smaller number of headsets, use the “Hall Pass” or “Invite” QR code (via the Eduverse link) with devices while rotating the headsets around the room.

How to find the Eduverse link and Hall Pass/QR code invite in the ClassVR portal:

Eduverse link – Option One:

  1. If available, select the green, highlighted link in the Track summary to generate the Eduverse link.

Eduverse link – Option Two:

  1. In the main portal menu, select “Deliver.”
  2. Select “Multi-Player.”
  3. Click on the blue browser link to launch Eduverse.

Once Eduverse is launched:

  • Select “Hall Pass” to create a link for each piece of content and share it with students.
  • Or select “Invite” to generate a QR code for instant, multiplayer access on student devices.

Students with headsets should also be able to use the “Scanner” on their headsets to launch the content via the QR code. Note – the QR code link will only be available for as long as the session is active, whereas a Hall Pass is a permanent link.

Lesson Plan

Before beginning planning, check the portal Teacher/Student Notes sections (or select “Learn” or “Teach” in the Eduverse link) for content-specific teaching ideas, learning objectives, worksheets or step-by-step experience guides that you may want to adapt or include as part of the lesson plan.

This framework is based on a one-hour session.

Learning Objectives

Write two to three clear objectives that move from simple recognition to deeper understanding. A useful progression is:

  • Identify key features or elements.
  • Describe or explain their role or purpose.
  • Analyze how these features connect, interact or affect the wider learning.

Key Vocabulary

Select up to five essential terms linked to the content. Prepare short, student-friendly definitions to share and revisit during the session. Aim for phrases students can use in discussion and recall activities.

Before the Experience (Starter – 10 minutes)

Begin by introducing the context of the VR content and sharing the learning objectives and key vocabulary. Explain that students will use a KWL Chart: K = What I already know, W = What I want to know, L = What I learned. Hand out journals or notebooks. Ask students to create and complete the K and W sections and then share queries and predictions with the class. Use this section to activate prior knowledge and spark curiosity.

During the Experience (Main Activity – 40 minutes/ Four activities)

1. Spawn point launch

Choose one piece of content from the playlist and show the spawn point via the Eduverse link on the class board. Default spawn points are designed to set the scene, but choose a different starting view if it better supports the learning objectives. For 360° videos, note the timestamp of the most relevant part of the clip and share. Ask students to predict what else they might find in the experience based upon this initial image.

Key questions:
  • What details stand out to you when you first look at this scene?
  • Based on the image, what do you predict we might see next?

2. Free exploration

Give students time to explore the content independently in the headset or on devices. This allows them to immerse themselves, notice details, and enjoy the design of the environment without being overloaded with information. Encourage them to record surprising observations or new questions in their journals or share ideas verbally/draw if appropriate.

Key questions:
  • What did you notice that you didn’t expect to see?
  • Which part of the experience made you curious to know more?
  • Do you have any new questions that you didn’t have before?

3. Guided focus

Bring the class back together to discuss any observations and questions. Use the Eduverse link on the class board to highlight specific features of the content, connecting them back to the learning objectives. Then, send students back into the content with clear prompts to guide their exploration based on these highlighted features.

Key questions:
  • Why do you think this feature or detail is important?
  • What connections can you see between this feature and other parts of the experience?
  • How might this part connect to other things we’ve learned in class?

4. Research

Ask students to carry out short research tasks linked to the topic, learning objectives or any questions they have, using textbooks, online sources or other class materials. They should add these findings to their journals or notebooks. Strengthen understanding by linking VR exploration with other reliable sources of information.

Key questions:
  • Did your research confirm or challenge what you saw in VR?
  • Did you find out any new details that helped explain parts of the experience more clearly?

Optional activity: While on devices and using the Eduverse link, students can also take downloadable screenshots of the VR content by selecting the “Photo” button. Students can capture images relevant to the learning objectives (or other parts of the content that the teacher directs them toward) and insert them into a presentation, Word document, or even simple film editing software. Adding annotations, notes, reflections, or further questions to these images extends learning, improves knowledge retention, and strengthens digital literacy skills. It also provides a clear record of what was learned during the session.

After the Experience (Plenary – 10 minutes)

To finish, ask students to complete the L section (What I Learned) of their KWL chart. Ask them to select the points they feel are most important from the lesson and reflect on how the VR experience supported their understanding. Ask whether the lesson activities helped them achieve the learning objectives.

Key questions:
  • What are the three most important things you learned today?
  • How did exploring the scene in VR change or deepen your understanding?

Adaptive Teaching

For strategies on adapting VR experiences to meet the needs of all learners, please see our Adaptive Teaching Guidelines.

Framework adaptations for younger learners

This structure works well for most students; however, minor adaptations may be beneficial for younger classes. Instead of independent online research, teachers can keep the focus on shared discussion, drawing and whole-class feedback, recording ideas on a class KWL chart or whiteboard. Journals can take the form of simple drawings or mind maps, allowing children to visually represent what they noticed without requiring extended writing. These minor adjustments mean younger learners still benefit from the lesson structure, while ensuring activities remain accessible and age-appropriate.