Report: Most Educators Want to Try VR in Classroom
        
        
        
			- By Dian Schaffhauser
- 09/07/16
Virtual reality (VR) is on the rise. Less than a quarter of  educators (23 percent) have tried out VR in their schools so far, and most of  that effort has been in science (52 percent) vs. history (29 percent), engineering  (20 percent) or any other subject. However, the majority of educators (55  percent) surveyed said they do expect to use VR in the future, because they  believe it could excite "students to learn" (68 percent), encourage "creativity"  (39 percent), make "difficult concepts easier" (32 percent) and  reduce the cost for "field trips" (23 percent).
Those are a few of the results that came out of a survey  about VR recently sponsored by Extreme  Networks, which sells networking hardware, software and services. According  to the company, people from 349 schools participated.
Right now, the biggest challenges respondents reported in  the use of VR in education were insufficient VR content (47 percent), expense  or difficulty in implementing VR (43 percent), concern that VR might prove  distracting to students (22 percent) and the possibility that VR might be  "too hard to manage during class" (21 percent).
The most popular brand of VR in use is Google, which has  produced an inexpensive cardboard-based VR headset that works with a smartphone, in use by 74 percent of educators who  said they have tried VR in their classrooms. Oculus, Samsung and Microsoft HoloLens received less attention; those brands have been used by fewer than 20 percent  of respondents.
The primary providers of VR content are Google (35 percent), YouTube (24 percent) and Oculus (15 percent). All other providers showed up in the single digits.
"The major take-away of the survey is that virtual  reality has an important and growing role in education, but it's going to take  a while, perhaps several years, to get all schools on board," wrote Bob  Nilsson, Extreme's director of education marketing, in a blog  article that shared the results. "VR isn't regularly used, and 40  percent of schools still aren't sure if they'll use the technology in the  future. Very few — only 3 percent — are taking VR to the next step and teaching  students how to code and create VR content."
        
        
        
        
        
        
        
        
        
        
        
        
            
        
        
                
                    About the Author
                    
                
                    
                    Dian Schaffhauser is a former senior contributing editor for 1105 Media's education publications THE Journal, Campus Technology and Spaces4Learning.