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This paper reports on one facet of a virtual reality learning experience, focusing particularly on, what we call, entry- points into virtual reality settings, or the embodied “know-how” that virtual reality environments demand in order to enable learners to equitably access them. Entry into various elements of a VR experience, we argue, demands that users have specific feeling histories, or embodied ways of sensing, feeling, and moving within the environment. Concerned about how feeling histories affect learners’ abilities to enter into and engage with VR experiences equitably, this paper addresses the following, overlapping, research questions: What feeling histories do learners bring with them into virtual reality experience and how do those feeling histories impact their VR experience?