A1 Level – Elementary
1. Have you ever tried virtual reality (VR)?
2. Do you like video games?
3. What makes a VR world feel real?
4. Do you wear glasses or a headset for VR?
5. What is the difference between VR and watching TV?
6. Do you think VR can be used for school?
7. What makes a VR experience fun?
8. What is a common problem with VR headsets?
9. Do you think VR is the future?
10. What makes a picture 3D?
11. Do you prefer real life or a virtual world?
12. What makes you dizzy in VR?
13. What is the opposite of virtual reality?
14. What are some different uses for VR?
15. Do you think VR is expensive?
A2 Level – Pre-Intermediate
1. What are the key differences between Virtual Reality (VR) and Augmented Reality (AR)?
2. Describe one experience where VR was used for something other than gaming (e.g., training, travel).
3. What are the pros and cons of using VR for long periods of time?
4. What role does motion sickness or disorientation play in limiting the use of VR?
5. Have you ever tried to communicate or socialize with someone only inside a virtual world?
6. What specific features (e.g., haptic feedback, high resolution) make a VR experience immersive?
7. What is the difference between a virtual world and a digital world?
8. What are common challenges when trying to teach complex, hands-on skills using VR?
9. How does technology (e.g., faster processors) make VR applications more realistic?
10. What are the biggest challenges of developing universal content that works across many different VR systems?
11. What is the importance of having clear ethical guidelines for behavior inside virtual social spaces?
12. Do you think VR can ever fully replace the experience of real-world travel?
13. What are the challenges of ensuring VR is accessible and affordable to people of all income levels?
14. What are the best ways to use VR to manage real-world phobias (e.g., fear of heights)?
15. What is the difference between virtual education and traditional classroom learning?
B1 Level – Intermediate
1. Discuss the difficulty of defining the boundary between harmless escapism in VR and excessive addiction to a virtual world.
2. How can medical professionals use VR and AR to train for complex surgeries or procedures?
3. What are the ethical issues surrounding the use of VR to create highly realistic, potentially harmful or exploitative content?
4. Do you agree that the sensory immersion of VR makes it a fundamentally different type of media than film or books?
5. Describe a time when a VR experience gave you an empathy or understanding you couldn’t achieve in real life (e.g., seeing through another’s eyes).
6. To what extent should governments regulate the content and accessibility of VR technology for minors?
7. What role do avatar creation and personalization play in developing a virtual identity?
8. How do cultural norms about social interaction influence communication and etiquette in virtual social spaces?
9. Discuss the psychological phenomenon of “presence”—the feeling of actually being there—in a virtual environment.
10. What are the challenges of ensuring data privacy and security when users are providing constant, detailed biometric feedback (e.g., eye tracking) in VR?
11. How does the concept of “digital scarcity” (e.g., NFTs in virtual worlds) influence the virtual economy?
12. Should public funding prioritize the use of VR for educational purposes (e.g., historical tours) over commercial gaming?
13. What is the difference between a simulated virtual environment and a telepresence system?
14. Discuss the concept of a “digital twin”—creating a precise virtual replica of a real-world system (e.g., a city or factory).
15. What is the long-term impact of chronic, high-level screen time (in or out of VR) on a person’s cognitive function?
B2 Level – Upper-Intermediate
1. How does the escalating cost of high-end VR equipment influence who can access the most advanced virtual experiences?
2. What are the ethical arguments about the use of haptic suits and advanced feedback devices in virtual content that simulates pain or violence?
3. Should governments invest in developing national standards and protocols for virtual health data security?
4. What are the psychological reasons why people feel a profound emotional connection to virtual characters and environments?
5. How has the dominance of a few large tech companies limited the diversity and accessibility of content in the VR space?
6. Discuss the idea that VR will inevitably become the primary interface for professional collaboration and remote work.
7. What is the role of legal frameworks in determining who owns the intellectual property created entirely within a virtual world?
8. How do our perceptions of reality become influenced or distorted by prolonged, high-fidelity experiences in a virtual world?
9. What are the challenges of creating truly intuitive and user-friendly interfaces for VR that don’t rely on complex controllers?
10. Discuss the concept of the “metaverse” and the challenges of integrating multiple virtual spaces into one cohesive environment.
11. What is the difference between the sensation of *seeing* a virtual object and *interacting* with it haptically?
12. Should there be stricter rules about the advertising of highly addictive or psychologically manipulating virtual reality games?
13. What is the impact of constant exposure to highly stimulating virtual environments on a person’s attention span and tolerance for real-world tasks?
14. How does the history of science fiction (e.g., cyberpunk) relate to the current development and commercialization of VR?
15. Discuss the idea that the greatest potential of VR lies in its ability to simulate and solve complex, real-world engineering and design problems.
C1 Level – Advanced
1. Analyze the socioeconomic factors that correlate with disparities in access to VR equipment and the resulting “digital divide” in skill acquisition.
2. To what degree should the legal system restrict the creation of virtual environments that violate real-world laws (e.g., illegal content)?
3. Discuss the philosophical concept of “reality” and how VR technology challenges the traditional definition of human experience.
4. Evaluate the efficacy of using VR simulations to train crucial decision-making skills in high-stakes environments (e.g., emergency response).
5. How does the strategic use of emotional triggers and scarcity models drive consumer engagement and monetization in virtual worlds?
6. Examine the legal challenges of determining the jurisdiction and governing law for crimes committed entirely within a decentralized virtual space.
7. What ethical guidelines should govern the use of brain-computer interfaces (BCIs) to enhance or monitor VR experiences?
8. Discuss the concept of “virtual identity tourism”—adopting a culturally or racially different avatar for virtual experiences.
9. How do different national policies on internet freedom and content moderation affect the creative scope of virtual world design?
10. Analyze the interplay between the massive computational power required for high-fidelity VR and the resulting environmental footprint.
11. What ethical challenges arise when new VR applications are designed to bypass real-world physical and social boundaries?
12. Debate whether a system of mandatory “reality breaks” should be enforced to protect prolonged users from psychological detachment.
13. How does the architecture of new medical and training facilities reflect the increasing integration of VR/AR technology?
14. Discuss the concept of “embodied cognition” and the value of kinesthetic learning provided by VR over passive media.
15. To what extent does the emotional commitment to a virtual world diminish the human capacity for empathy in the real world?
C2 Level – Proficiency
1. How do you analyze the idea that VR is fundamentally a new medium of consciousness, redefining human interaction and cognition?
2. Formulate a critique of the global technology industry’s rapid commercialization of virtual spaces before sufficient ethical and safety standards are established.
3. Analyze the intersection of complexity theory, network security, and the challenge of managing massive, interconnected virtual ecosystems.
4. Discuss the philosophical distinction between “simulation” (an imitation) and “experience” (a felt reality) in the context of VR.
5. Critically evaluate the effectiveness of virtual therapy and health interventions in addressing chronic real-world psychological conditions.
6. Propose a new global regulatory framework for virtual worlds that addresses issues of digital ownership, virtual crime, and psychological safety.
7. Examine the psychological function of “safe spaces” in VR for individuals who face discrimination or isolation in the physical world.
8. How does the semiotics of virtual environment design (e.g., lighting, sound design) communicate rules of behavior and emotional intent?
9. Discuss the ethical responsibilities of hardware manufacturers in ensuring their devices do not create permanent physical or neurological damage.
10. Analyze the historical relationship between cycles of media development (print, radio, TV) and the subsequent societal adaptation to new forms of reality.
11. Articulate the inherent tension between the goal of complete virtual freedom (sandbox environment) and the necessity of social moderation and legal control.
12. Debate whether a future dominated by photorealistic, immersive VR will fundamentally devalue the appreciation of the physical world.
13. Assess the long-term societal effects of widespread VR use on national rates of physical activity and social cohesion.
14. Discuss the philosophical definition of ‘authenticity’ when applied to relationships and accomplishments achieved only in a virtual world.
15. How might the principles of VR development be used to model processes of complex institutional decision-making and scenario planning?



