This document provides an overview of virtual reality for clinical education. It introduces four faculty members working in this area and their backgrounds. The objectives are to introduce VR concepts for education and best uses. Considerations for integrating VR into curricula include student numbers, time per simulation, and technical support needs. Design challenges like motion sickness and frame rates are discussed. A layered learning model is presented for situating VR experiences within education. Questions from attendees are solicited at the end.