Survey Says: Teachers want VR
Teachers are irreplaceable assets in our educational system…but they need better tools to reach today’s students.
In a poll of 1,000 K-12 teachers in the United States found that an overwhelming majority of (85%) feel that virtual reality will have a positive impact on learning. However, only a small fraction (2% at the time of polling) have access to VR for their classrooms. While some of that disparity can be chalked up to the price of hardware, the role of VR software offerings cannot be overlooked.
Currently, the landscape for VR educational software is scattered and limited. Most of the educational offerings right now are one-off experiences (exploring the pyramids or visiting the International Space Station). Products that are aligned with standards such as the the NGSS – like the VictoryXR Science suite – will make lesson integration far easier for educators and help schools adopt VR technology.
While the entertainment market for VR continues to grow, there is a growing demand for that type of technology to find its way into the classroom.
According to the survey, 72% of teachers want VR can that can simulate experiences (like flying) and 68% want VR experiences that will allow students to explore inaccessible locations.
Far more than a traditional computer program or a tablet/phone app, VR has the ability to transport a user to a completely different time or place. As an example, one of the units in the high school version of VictoryXR Science puts users in the cockpit of a spaceship as they navigate the universe and hands them the controls of a rover so they can explore Mars.
Almost 85% of the teachers surveyed feel that using VR will increase student motivation.
For many students, technology is a way to foster an interest in learning. From apps for phones and tablets, to beautifully designed games for computers and gaming consoles, students’ expectations of technological engagement continues to grow. Bringing VR into the classroom meets those expectations and creates an excitement to experience learning in such a unique way.
The survey shows that 70% of teachers hope that VR can be used to supplement existing course curriculum.
VR can provide students with experiences that reinforce their classroom lessons through engaged, individual immersion learning that will capture their attention in ways that existing classroom technology cannot. By eliminating outside distractions, a student can more clearly focus on the material they need to learn. Programs, such as the VictoryXR Science suite, that align with existing learning standards like the NGSS will make it easy for teachers to integrate applicable VR experiences into their everyday lessons
Overall, 83% of teachers say that VR can “help improve learning outcomes”.
Because VR is an environment the creates such an immersive experience, it captures a student’s absolute and undivided attention. The more a student is able to pay attention to information, the greater the probability is that the information will be retained. As teachers struggle with ways to capture the attention of their students in the ever growing digital world, many of them see that VR can provide a solution to that problem.
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