In the field of technology education, virtual reality (VR) training has received significant attention in terms of its efficacy in use. Given its many advantages, there is a specific need to emphasize concrete measures for the implementation of VR training in the field of tech education. VR training based on mobile environments has been touted as a means of not only enhancing presence, flow, and learning authenticity, but also of minimizing spatial and temporal constraints. e present study has developed an evaluation tool for VR training contents, including those based on mobile environments. After categorizing VR training contents in the field of tech education into structure comprehension type, procedure learning type, and equipment experiment type contents, we constructed items for each evaluation area. e considered areas included learning, media, and content quality. By conducting Delphi surveys with a panel of experts, we confirmed that the derived evaluation items differed in number across different types of content. Under the learning area, satisfaction was found to be adequate for all content types. Items such as flow, interactivity, and learning effects were found to be adequate for procedure learning and equipment experiment type contents. e media area indicated marked variability in item adequacy depending on the content type. Usability was found to be adequate only for procedure learning type content. For equipment experiment type content, items such as presence, usability, and manipulability were all found to be adequate. All evaluation items under the content design area were found to be adequate across all content types. us, regardless of the type of content, it is necessary to fulfil the basic elements within the content design area in order to establish the efficacy of VR training as educational content in the field of tech education.