Immersive Teaching: VR Integration for Humanities Educators


This professional development course is a self-paced, interactive learning experience designed to equip humanities educators in higher education with the confidence and practical strategies needed to integrate Virtual Reality (VR) into their teaching. Audience: Humanities instructors in higher education

Responsibilities: Instructional Design, Research, Curriculum Development, Course Authoring

Tools Used: Canvas LMS, Google Docs, YouTube, Web-based VR tools, Surveys


Overview

Although VR is increasingly used in STEM education, humanities instructors often lack training on how to apply immersive technology in their fields. This professional development course bridges that gap by providing practical, hands-on learning experiences tailored specifically to the needs of humanities educators. The course was developed after conducting qualitative research with faculty members who shared challenges related to VR adoption, including lack of training, uncertainty around pedagogy, and limited exposure. The course helps participants overcome these barriers through accessible instruction, curated resources, and experiential learning with VR. 


Process

This training was developed using the ADDIE model and grounded in constructivism and andragogy learning theory to create an engaging, self-paced professional development experience. The course was built in Canvas and features a clear instructional flow that guides educators through interactive modules, video content, readings, reflective discussions, and hands-on VR activities. Participants move through a structured journey—from exploring foundational VR concepts to experiencing immersive environments and brainstorming real-world applications in the humanities, culminating in the design of their own VR-integrated lesson or project.


Course Structure

The course is divided into four main modules hosted in Canvas:

Module 0: Welcome & Orientation

Participants complete informed consent, an introductory survey on their current understanding of VR, and explore the objectives, expectations, and structure of the course.

Module 1: Understanding VR in Education

Includes curated readings, video content, and discussion prompts focused on the history, theory, and emerging role of VR in education. Participants share their expectations and prior experiences to build community and reflection.

Module 2: Applying VR in the Humanities

Features real-world examples of VR use in humanities courses (e.g., history, anthropology, art), along with a virtual visit to a university VR lab. Participants explore immersive tools and brainstorm ways to incorporate them into their own courses.

Module 3: Designing with VR

Participants engage in a hands-on VR activity and use their insights to design a lesson or project that integrates immersive technology. A discussion forum allows them to reflect on their experience and gather peer feedback.


Results and Takeaways

The course received positive feedback from pilot participants, who appreciated the balance of theory, practical application, and hands-on exploration. Many reported increased confidence in using VR and a clearer vision for how to adapt immersive tools for humanities learning. "I had never considered using VR in my course before this training, now I can’t wait to bring my students into that experience.”This project allowed me to merge instructional design best practices with emerging technology in a meaningful and accessible way. By leveraging Canvas and simple, scalable tools, I created a professional development experience that is immediately actionable and can be reused and adapted across institutions and departments. The course is currently being adopted in a higher education institution’s faculty development center and serves as a model for tech integration in the humanities.

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