“…Psotka (1995) argued that immersion is the key value added to the educational experience when using VR, and some of the suggested effects of this increase in immersion include increasing the speed of learning, adding depth to the processing of information that aids the retention of information (Freina & Ott, 2015), and offering new kinds of storytelling experience, like the Berlin Blitz (Powell, Garner, Shapiro, & Paul, 2017). VR has already made an impact in the fields of training and applied education, with particularly strong impact in medical training (see Riener & Harders, 2012;McGrath, Taekman, Dev, Danforth, & Mohan et al, 2017;Westwood, Westwood, & Felländer-Tsai, 2016), training in military situations and simulations (see Seidel & Chatelier, 1997), architectural design training and implementation (Whyte & Nikolic, 2018) and construction training (Sher, Williams, Gameson, & Sherratt, 2012). Medical treatments in VR for posttraumatic stress disorder (Reger, Koenen-Woods, Zetocha, Smolenski, Holloway, et al, 2016), eating disorders (Riva, 2017), mental health disorders (Freeman, Reeve, Robinson, Ehlers, Clark, et al, 2017), stroke rehabilitation (Laver, George, Thomas, Deutsch, & Crotty, 2015) are emerging as examples of uses for VR technology that can provide value to HE through the provision of uniform, simulated training scenarios that are easily applied to teaching and learning in higher education (HE).…”