"Virtual reality (VR) refers to computer-generated environments that simulate the physical presence of people and/or objects and realistic sensory experiences" (Adams Becker, Freeman, Giesinger Hall, Cummins, & Yuhnke, 2016).
Originally virtual reality was solely used for military training. However as technology advances, virtual reality is becoming more mainstream. It's use has broadened and can now be found in video games, and in the classroom.
"Sometimes it is easier to see and hear something than have it explained to you, and occasionally students just need to be taken out of a classroom environment and dropped into an immersive world; where they can watch dinosaurs walk around them, experience a performance at a West End theatre or in a concert hall, or live stream with other students around the world in VR social spaces. The list of apps being generated is dramatically and quickly growing, and with every new piece of software, another avenue for learners opens up" (Laurie, 2016).
Adams Becker, S., Freeman, A., Giesinger Hall, C., Cummins, M., and Yuhnke, B. (2016). NMC/CoSN Horizon Report: 2016 K-12 Edition. Austin, Texas: The New Media Consortium