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Classroom technology: What parents need to know
During dinner, your kid says they saw a volcano erupt and got to touch the lava. “What are you talking about?” you ask. It was a virtual reality lesson at school: They reached out and manipulated molten rocks.
Classrooms are increasingly layering in immersive tech like augmented reality (AR) and virtual reality (VR) and for good reason. Studies show VR in the classroom can boost how kids learn, whether it’s understanding a concept or practicing a hands-on process. The key is design: when VR experiences let students actively explore, manipulate or build things, they tend to learn more deeply. Still, the real impact depends on how thoughtfully the lesson is designed.
So when your child uses classroom technology like a VR headset (perhaps without telling you), what does that really mean for them? Is it enriching or overwhelming their daily school life? And what kind of rules should be in place for VR and AR in the classroom?
We talked with two educational technology experts to help you interpret what’s taking shape with classroom technology now.
What do AR and VR actually mean?
Sometimes used interchangeably, AR and VR refer to two distinct types of 3D simulations. The difference? How much the simulation incorporates the user’s actual physical surroundings.
AR adds digital elements to the real world (think of games like Pokémon Go, where the gaming interface shows balls and other digital images in the real-life locations that the user is exploring). VR completely immerses the user in a 3D simulation, like taking a virtual walk inside a historic landmark.
“So instead of seeing my backyard or seeing my desk in the classroom, virtual reality means I put on a headset and am in a museum or at a historical site … basically, I’m in an entirely different world,” says Christine Danhoff, Tech Integration Specialist at North Point Educational Service Center.
What kind of equipment is involved?
Most AR and VR technologies involve a motion-sensing headset, which displays computer-generated images to the user and allows them to move seamlessly through their virtual world. Some also use handheld devices and remote controls, so students can virtually pick up or interact with objects. These devices connect to a central gaming console or computer where teachers can monitor the content and their students’ activities.
What are the classroom applications of AR and VR?
AR and VR in the classroom can be incorporated into nearly any subject or content area.
“A high school English class could use it to explore the Globe Theatre or to visit England to learn what it was like during Shakespeare’s lifetime,” says Danhoff. “In other words, we’re taking them out of the classroom and to places they might not get to visit, even as an adult.”
AR and VR in the classroom also offer new and exciting opportunities for students to present projects and display what they’ve learned. Like an old-school diorama, only interactive.
Do these technologies actually enhance the learning process?
AR and VR experiences have a certain wow factor for students, and there’s some evidence to suggest that this could help kids feel more motivated to learn. Research also shows that these technologies could make content more accessible to students with learning disabilities.
But as with most educational tools, AR and VR in the classroom are only as successful as the way in which they’re used—meaning they should be considered an exciting supplement to in-person and analog instruction, not a replacement for it.
Should my 8-year-old be using AR or VR?
Emily Cherkin, a screen-time consultant and founder of the Tech Intentional Movement, says AR and VR shouldn’t be used before eighth grade—an idea reinforced by the research, which generally suggests 13 as the minimum age for using these technologies.
The reason? Physical development and brain development: In addition to being more likely to struggle with the distinction between fiction and reality, younger students may not even be able to wear the necessary equipment, which is typically designed to fit adolescent- and adult-sized heads.
What are the risks or downsides of these technologies?
Like any digital tool, they aren’t entirely without risks. When it comes to physical safety, it’s important that students use these headsets in open spaces to avoid the risk of colliding with objects or other classmates. Overuse of an AR/VR headset can also cause symptoms like eye strain, motion sickness or headaches, so it’s a good idea to check in with your child about how often they’re taking breaks.
Like video games, AR and VR software also comes with Entertainment Software Rating Board (ESRB) ratings that can help mitigate the risk that kids will be exposed to inappropriate content.
And, as always, it’s worth checking your school’s policies on data collection and privacy to ensure that your child’s personal information is kept secure.

What if I still have concerns?
It’s ultimately on the schools and school districts to make informed decisions about the types of educational technology they’ll allow in classrooms. But Cherkin urges parents to make sure they’re following through on that responsibility by asking questions about the types of tech their child can expect to encounter at school.
Cherkin says, “Any tech, including edtech, needs to meet three parameters that I think are imperative: Is it effective? Is it safe? And is it legal?”
If something feels off in one of these three areas, she encourages parents to trust their instincts and not to be afraid to opt their kids out.
The bottom line: You know your child best. Staying informed about the technologies they’re using at school supports them in developing a healthier relationship to their devices down the road—while also offering you some valuable peace of mind.
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Audrey Smith is a multimedia journalist, public media producer and former high school English teacher whose writing focuses on tech, AI and digital literacy for kids.
The author has been compensated by Verizon for this article.