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What Do Educators Really Think About VR for Soft Skills Training?

Written by Christophe Mallet | Jul 9, 2026 11:20:20 AM

The case for VR in soft skills training just got peer-reviewed

Picture this: a lecturer at a UK university straps on a VR headset. For the first time, she watches one of her own students fumble through a job interview — from the interviewer's perspective. She sees the hesitations, the missed eye contact, the moment the student seemed to lose confidence. By the time she swaps back to her own body, she's already thinking about how to redesign her employability module. 

That experience — the body-swap — is at the heart of what Bodyswaps does. But anecdotes aren't enough when you're trying to persuade an institution to invest. What do instructors actually think when they get their hands on immersive VR for soft skills training? And what makes them want to use it again?

A new peer-reviewed study published in June 2026 in the journal Multimedia (MDPI) set out to answer exactly that. Researchers from Vives University and Ghent University, working in collaboration with Bodyswaps under a Meta Immersive Learning Grant, surveyed 103 higher education instructors across 45 institutions in five countries — the UK, USA, Canada, Ireland, and Belgium — after deploying VR soft skills training in real teaching settings.

The findings are clear, credible, and worth sharing with every curriculum leader currently sitting on the fence about VR.

The numbers: what instructors said

The research team used an extended version of the UTAUT2 model, a well-validated framework for understanding technology acceptance. They tested six potential drivers of instructors' willingness to adopt IVR and found that three came out as statistically significant predictors:

  • Performance expectancy (b = 0.57, p < 0.001) — by far the strongest driver. Instructors adopted IVR when they believed it would genuinely benefit their students' learning.
  • Facilitating conditions (b = 0.32, p = 0.023) — institutional support, including reliable hardware, IT help, and integration into workflows, mattered significantly.
  • Personal innovativeness (b = 0.29, p = 0.023) — instructors who were naturally open to experimenting with new technology were more likely to engage.

What drives higher education instructors to adopt IVR for soft skills training?

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Regression coefficients showing which factors significantly predict instructors' intention to use IVR. Only three factors reached statistical significance (p < 0.05). Based on extended UTAUT2 model, n = 103 instructors across 45 institutions.

Crucially, social influence wasn't significant — these educators weren't going with the crowd. They were making independent, evidence-based judgements about whether VR would work for their students. That's exactly the kind of audience Bodyswaps is built for.

The model explained 57% of the variance in instructors' adoption intention — a strong result, especially given this was a real-world deployment rather than a lab experiment.

 

"When instructors believe VR genuinely benefits student learning, adoption follows. It's not about novelty — it's about impact."

— Boel et al., Multimedia, 2026

 

Why soft skills are so hard to train at scale

Soft skills — communication, empathy, active listening, adaptability — are consistently ranked among the top skills employers say graduates lack. The World Economic Forum's Future of Jobs Report 2020 placed them in the top 10 skills needed for the future of work. A 2021 McKinsey survey of 18,000 workers across 15 countries reached similar conclusions, identifying interpersonal and self-leadership skills as critical for employability.

Higher education institutions know this. Most are already trying to address it. The challenge isn't awareness — it's delivery. How do you give every student repeated, meaningful opportunities to practise communication skills at scale, without overwhelming educators, and in ways that go beyond the awkward role-play in a seminar room?

Traditional approaches hit familiar walls: small class sizes make scaling inconsistent; role-play depends on peer dynamics that can feel artificial or threatening; assessment of soft skills is often subjective and hard to evidence. Educators working in healthcare, business, social care, and education courses feel this acutely. The stakes are high, and the gap between classroom practice and real-world performance is real.

This is the gap immersive VR has always promised to close. The question is whether instructors actually believe it can.

What instructors said this study got right — and what surprised them

The researchers went beyond simple adoption scores. They asked instructors to rate 19 specific educational affordances of VR — the concrete ways the technology might benefit their students and their own teaching — and then mapped those perceptions against performance expectancy.

The results show a remarkably coherent picture. Almost every affordance was significantly correlated with performance expectancy, meaning instructors who rated a specific benefit highly also had stronger overall belief in the technology. The affordances with the highest correlation included:

 

Which perceived benefits of IVR matter most to instructors?

02

Correlation coefficients between commonly cited IVR educational affordances and instructors' performance expectancy (belief that IVR benefits student learning). All correlations significant at p < 0.001. Higher score = stronger link to positive performance beliefs.

  • Accessibility — making skills training available to more students (r = 0.637)
  • Focus — helping students stay more engaged during practice (r = 0.635)
  • Skill awareness — helping students recognise their current level (r = 0.623)
  • Confidence — building learners' comfort interacting with others (r = 0.610)
  • Practice volume — providing more opportunities to train (r = 0.608)

These aren't vague impressions. They're consistent with what the research literature says works in experiential learning — and they map closely onto what Bodyswaps is specifically designed to deliver: structured, repeatable practice in realistic scenarios, with immediate AI-driven feedback and the perspective-taking body-swap.

One finding is particularly worth noting. Instructors were less enthusiastic about the idea that VR would involve fewer trainers. The researchers interpret this as possibly reflecting anxiety about being replaced by the technology — a concern educators across all sectors bring to AI and automation. But it may also reflect a realistic understanding that VR for soft skills works best as a complement to human teaching, not a substitute.

What good implementation looks like

The study's findings on facilitating conditions deserve particular attention for curriculum leaders. Even among the most innovation-minded instructors in the study, institutional support emerged as a significant predictor of adoption. This wasn't just about having the hardware — it was about having reliable network access, account management, technical troubleshooting, and pedagogical guidance on how to integrate VR into course design.

This aligns with what Bodyswaps has learned from working with over 300 institutions. Giving educators access to technology and then leaving them to figure it out rarely works. The institutions that see the strongest outcomes are the ones that pair tool access with implementation support: a pathway template, a training session, a feedback loop with educators, and analytics that make learner progress visible.

The study also found no significant moderating effects of age, gender, or prior VR experience. Younger instructors didn't adopt more readily than older ones. Those who had never tried a VR headset before were just as likely to be positive as those with experience. What mattered was the quality of the belief — that this technology would genuinely help students learn.

That's an important signal for institutions designing professional development programmes. The adoption curve for tools like Bodyswaps isn't defined by who your early adopters are demographically. It's defined by the clarity of the use case and the quality of the support available.

For curriculum leaders: where to start

If you're evaluating immersive learning technology for your institution, the findings from this study offer a useful framework for planning:

  • Lead with learning outcomes, not technology. Instructors adopt VR when they believe it benefits students. Start by mapping the skills gap in your curriculum and asking whether VR practice can close it — before demoing any headset.
  • Invest in facilitating conditions. Budget for more than hardware. IT integration, onboarding, and ongoing support will determine whether adoption sticks past the first cohort.
  • Start with early adopters — then build outward. The study recommends targeting innovation-minded educators first, gathering evidence from their courses, and using that as the basis for broader roll-out.
  • Look for tools designed for soft skills. Not all VR platforms are equivalent. The study specifically used Bodyswaps because of its focus on communication, empathy, and leadership development — areas where the literature shows the greatest potential for immersive learning.
  • Collect data from day one. One of the key affordances instructors valued was better data on individual student performance. Build analytics review into the pedagogical design from the start.

IVR for soft skills in HE – key findings at a glance

03
103
Higher education instructors who took part in the study across 5 countries
45
Higher education institutions represented, spanning university and college level
57%
Of variance in instructors' intention to use IVR explained by the research model
0.57
Regression coefficient for performance expectancy – the single strongest predictor of adoption
0.63
Highest correlation between an IVR affordance and performance expectancy (accessibility for more students)
Top 10
Soft skills ranked among the top 10 future work skills by the World Economic Forum (2020)

The bottom line

This study matters not just because it's the first peer-reviewed investigation of instructor perceptions of Bodyswaps in real teaching settings — though that is significant. It matters because it confirms, with credible methodology, that the case for immersive VR in soft skills training is not driven by hype. It's driven by educators who tried the technology, used it with students, and concluded it works.

Performance expectancy is the word the researchers use. What it means in practice is this: instructors who saw VR as genuinely useful for their students were the ones who wanted to keep using it. That's how good educational technology should earn its place in a curriculum.

The question for higher education institutions now is not whether VR for soft skills training has merit. The evidence is there. The question is whether your institution is ready to give it the infrastructure it needs to succeed.

Further reading

What students think of VR for soft skills training

How institutions use Bodyswaps for employability training

The pedagogy behind Bodyswaps

How AI coaching works in Bodyswaps

Browse the Bodyswaps content library

Soft skills development for students entering the workforce