The inclusion of Virtual Reality (VR) has been found to increase motivation for learners when introduced into the classroom. These elements have been explored in numerous different situations that address both the inclusiveness and effectiveness of the tool.

Harris and Reid (2005) implemented VR in the classroom of students with cerebral palsy to measure the level of motivation within that group. The students were measured based on a questionnaire done to measure their motivation. It was found in these studies that by increasing the challenge and by creating some competition the motivation level was increased. It is the deeper elements of looking at how deep the challenge should go for students as a higher challenge lowers motivation.

This look at how students with special needs can be supported and encouraged through the use of VR. There are some elements of limitation with this technology though in that most measurements are typically done using free play environments so in order to get the best measurements there will need to be some work done to better assess the overall success of the implementation.

This look at how VR can be used to increase inclusiveness among special needs is a good start towards different areas that this tool could potentially be used. It does create a question of how VR may be able to help with the motivation and education for other special needs students.

Harris, K., & Reid, D. (2005). The Influence of Virtual Reality Play on ChildrenS Motivation. Canadian Journal of Occupational Therapy,72(1), 21-29. doi:10.1177/000841740507200107