With the increasing expectation on educators to make innovative use of technology within the classroom, how these technological platforms and tools are populated with educational resources is important. Many platforms require specific training including immersive technologies such as Virtual Reality (VR). To realize the benefits of VR, it is important to understand barriers facing the adoption of this technology, least not how educators use or want to use this technology.This study, through surveys and interviews with practicing educators, aims to understand the challenges of educational resource creation and its relation to the wider adoption of VR technologies within education. It is positioned as exploratory in nature, the results determining the potential scope for further investigationsWe found that time pressures on educators was major barrier and that a large portion do not create resources in collaboration with their peers. However, they do demonstrate a willingness to use enhanced productivity tools and online tools. Nearly half of respondents stated they do not use external repositories to source resources. This indicates that despite many repositories of resources existing, it is difficult to find resources or that the resources do not match educators' requirements.For VR adoption within education, we found the overwhelming majority are receptive and identified interesting and unique ways in using this technology (thought exercises, mind mapping etc.). Interview responses showed a relation between how VR can be used (unable to conceptualize teaching activities for use in VR) and how difficult or time consuming it would be to populate VR environments with the required teaching/learning resources. This survey should help designers of VR-based tools, content or resources to understand the challenges faced by educators and make informed decisions about the capabilities desired by them.We recommend education leaders to be mindful of the challenges associated with time and skill required to use VR. We also suggest that in order to enhance adoption, education VR application developers create curated repositories of educational resources and provide tools that let teachers trivially create additional resources for these applications.