The objective of this project was to identify measurable factors that contribute to the quality and effectiveness of training and education in a virtual reality environment. The second objective was to develop a VR application using the Oculus Rift head mounted display and hand controllers to present high resolution 360° video with cumulative multi-choice challenges to create a mental state of flow, immersion, and a suspension of disbelief. Finally, this document represents a guideline on how to produce virtual reality education and training content with a real-world example of the process from research, design, production and use