New VR Tools Aim to Help Students Regulate Emotions in Class

Learn how Avantis Education’s new EduverseTHRIVE VR tool aims to help students manage sensory needs, and what scientific research says about VR in schools.

Tuesday, July 28, 2026

Key Takeaways

  • Avantis Education launched EduverseTHRIVE, a virtual reality suite that provides schools with sensory regulation, life skills, and empathy training.
  • Building a traditional physical sensory room costs between £5,000 and £15,000. Meanwhile, 98% of school leaders say they lack the resources to support special needs pupils.
  • Research in Scientific Reports shows that the self-regulatory and motivational benefits of VR depend heavily on a student's existing technological literacy.
  • A study from Queen's University Belfast found that while VR can build empathy, it also risks causing disorientation and emotional overwhelm for some adolescents.

Schools are increasingly turning to immersive technology to support students who struggle with emotional and sensory challenges. Avantis Education has launched EduverseTHRIVE, a virtual reality (VR) program designed to help students self-regulate and practice life skills directly inside the classroom. This software, delivered through the company's ClassVR headsets, provides a portable, digital alternative to high-cost physical sensory spaces.

What Happened

According to industry reports, EduverseTHRIVE splits its content into four primary suites. "MyThrive" provides personalized, calming spaces where students can adjust lighting and soundscapes. "LifeSkills" and "SensorySupport" offer interactive environments for physical and emotional training, while "BuildingEmpathy" uses 360-degree scenes to help students understand different social situations.

For schools, the main appeal is financial. Traditional physical sensory rooms can cost between £5,000 and £15,000 to build, which is a price many districts cannot afford. A recent survey found that 98% of school leaders report lacking the resources needed to fully support students with Special Educational Needs and Disabilities (SEND). Avantis markets the software as a way to put "a sensory room in the palm of a teacher's hand," allowing schools to buy bundled headsets like the ClassVR Xplorer to support students at a fraction of the cost.

The Bigger Picture

While the economic argument is clear, academic research shows that virtual reality is not a simple, plug-and-play solution for emotional regulation.

First, using VR to help students self-regulate requires technical literacy. A study published in Scientific Reports revealed that the positive effects of VR on metacognitive self-regulation and motivation are concentrated among students who are already comfortable with the technology. Students who struggle with the hardware may become frustrated, which defeats the purpose of a calming exercise.

Second, VR does improve engagement, but it can also overwhelm sensitive users. Research published in the International Journal of Learning, Teaching and Educational Research found that immersive teaching can boost cognitive and emotional engagement. However, when VR is used to address complex emotions, there is a fine line between immersion and distress. A study from Queen's University Belfast found that while VR training increased empathy, some teenagers experienced disorientation and emotional overload. The study noted that traditional, text-based case studies often achieve the same empathy-building results without these physiological risks.

As we previously reported, finding sustainable ways to scale inclusive education is a global challenge. While VR offers a unique tool, educators must balance high-tech solutions with low-tech, proven strategies.

What This Means for Families

For parents of neurodivergent students, a virtual sensory room offers an option for quick, in-class resets. Still, educators and parents should remain cautious. Because VR headsets isolate a student from physical surroundings, they do not automatically replace human guidance. If a student struggles with the hardware, the headset can actually increase stress. Also, because there is little independent scientific evidence showing how neurodivergent students react to prolonged VR use, schools must monitor students closely for signs of physical discomfort or sensory overload.

What You Can Do

To safely introduce VR in the classroom, schools should first assess student readiness. Make sure the student is comfortable with the hardware so that troubleshooting does not cause extra frustration.

Keep VR sensory sessions brief and supervised. Limit these sessions to a few minutes and ensure an adult is present to monitor for signs of physical disorientation or distress.

Finally, blend digital and physical strategies. Use VR as a temporary tool to supplement, rather than entirely replace, physical spaces, quiet corners, or face-to-face emotional support.

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