AR / VR

Digital Learning Technologies, Educational Games / Gamification, AR / VR K-12 Usage: Current and Past
Sample Size:
9279
Sample Description:

This is a survey of digital learning in K-12 education today that takes into account responses from 9,279 education professionals primarily from the U.S., but also from 65 countries worldwide. Note: 31% of participants in this study indicated they use either Schoology’s Basic (free) or Enterprise (paid) version. 14% of all participants indicated they use Schoology Enterprise.

Emerging Technology & Trends Used in the Classroom

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Publication Year: 
2019
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9279
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Microlearning, Educational video, Adaptive technology, Mobile learning, AR / VR, Personalized learning, Performance support / improvement Business and industry Attitudes/Benefits/Challenges

1. Micro-learning
2. Video
3. Artificial Intelligence (AI)
4. Augmented Reality (AR)
5. Mobile
6. xAPI
7. Virtual Reality (VR)
8. Subscription tools and learning
9a. Science-based learning
9b. Personalized learning
9c. Performance Support

Sample Size:
57 experts
Sample Description:

57 experts in the field. 

Top 12 Trends for 2018

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Publication Year: 
2018
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Sample size: 
57 experts
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Content: 

1. Micro-learning
2. Video
3. Artificial Intelligence (AI)
4. Augmented Reality (AR)
5. Mobile
6. xAPI
7. Virtual Reality (VR)
8. Subscription tools and learning
9a. Science-based learning
9b. Personalized learning
9c. Performance Support

Survey question: 

What are the top three trends for 2018? 

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Mobile learning, AR / VR Higher education Usage: Current and Past
Sample Size:
232
Sample Description:

232 Faculty Members across the United States of America 

TWTS_Hardware Implemented

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Publication Year: 
2017
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232
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Notes: 

This shows what types of tools are already in use in higher ed classrooms. 

Survey question: 

What types of devices are you currenlty using in your class? 

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AR / VR Higher education Attitudes/Benefits/Challenges

On average, respondents who identified as higher education administrators rated the increased use of virtual reality in the classroom as more impactful than their counterparts (M(SD)=3.06(1.09) and M(SD)=2.65(1.11) respectively; p<.03) and as more positive in its impact (M(SD)=3.71(68) and M(SD)=3.31(.85) respectively; p<.01). 

Sample Size:
164
Sample Description:

164 senior leaders and experts at colleges and univerisites, associations, research groups, and philantropies

Virtual Reality from Higher Ed. Admins

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Publication Year: 
2017
Trends: 
 
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Sample size: 
164
Sample description: 
Content: 

On average, respondents who identified as higher education administrators rated the increased use of virtual reality in the classroom as more impactful than their counterparts (M(SD)=3.06(1.09) and M(SD)=2.65(1.11) respectively; p<.03) and as more positive in its impact (M(SD)=3.71(68) and M(SD)=3.31(.85) respectively; p<.01). 

Notes: 

Higher Education Administrators viewed VR in the classroom as more beneificial and more impactful then their counterparts (CAO or President of non-academic org., Faculty members, Researchers, Program Officiers, or other outside academic roles). 

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Online learning, Digital Learning Technologies, Mobile learning, Microlearning, AR / VR, Social media Other Attitudes/Benefits/Challenges
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49 of the world's leading eLearning experts

Top 9 eLearning Trends of 2017 from 49 Experts

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Publication Year: 
2017
Trends: 
           
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49 of the world's leading eLearning experts
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Mobile learning, Microlearning, Educational video, AR / VR, Social media, Educational Games / Gamification, Other trends Other Attitudes/Benefits/Challenges
Sample Size:
49

9 Top eLearning Trends of 2017 from 49 Experts

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Publication Year: 
2017
Trends: 
             
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49
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Online learning, Educational video, Mobile learning, Educational Games / Gamification, Social media, Microlearning, AR / VR Other Attitudes/Benefits/Challenges
Sample Size:
n=150
Sample Description:

To gather our data, we sent a short survey to BLP clients and other learning professionals who subscribe to our various newsletters. The survey was open from 1/18/17 to 2/2/17 and had 150 responses.

What learning trend(s) or new training delivery method(s) are you most excited about for 2017?

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Publication Year: 
2017
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n=150
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AR / VR K-12 Usage: Current and Past
Sample Description:

"In this report we will examine the trends from our analysis of the Speak Up data collected in fall 2015. More than 505,000 K-12 students, parents, educators, and community members participated in Speak Up 2015." (p. 2). And there are 2,868 principals participated in Speak Up 2015.

 

VR Usage in K12

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Publication Year: 
2016
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Notes: 

The specific figure was retrieved from Project Tomorrow's website (https://tomorrow.org/speakup/speak-up-2016-augmented-and-virtual-reality...)

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AR / VR K-12 Attitudes/Benefits/Challenges
Sample Description:

"In this report we will examine the trends from our analysis of the Speak Up data collected in fall 2015. More than 505,000 K-12 students, parents, educators, and community members participated in Speak Up 2015." (p. 2). And there are 2,868 principals participated in Speak Up 2015.

 

AR/VR in the "Ultimate School"

Resource: 
 
Publication Year: 
2016
Trends: 
 
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Notes: 

The specific figure was retrieved from Project Tomorrow's website (https://tomorrow.org/speakup/speak-up-2016-augmented-and-virtual-reality...)

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AR / VR K-12 Attitudes/Benefits/Challenges
Sample Description:

"In this report we will examine the trends from our analysis of the Speak Up data collected in fall 2015. More than 505,000 K-12 students, parents, educators, and community members participated in Speak Up 2015." (p. 2). And there are 2,868 principals participated in Speak Up 2015.

 

Needs for Growth of VR/AR

Resource: 
 
Publication Year: 
2016
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Notes: 

The specific figure was retrieved from Project Tomorrow's website (https://tomorrow.org/speakup/speak-up-2016-augmented-and-virtual-reality...)

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