Working with the International Society for Technology in Education (ISTE), the XR Association surveyed over 1,400 high school teachers, most of whom indicated optimism about using XR tools to boost course participation and make lessons more immersive and engaging, as well as to help students develop a deeper understanding of coursework, career skills and each other. The survey noted that 82 percent of respondents said they believe the quality of AR/VR learning activities and tools has improved in recent years. Nearly 70 percent of surveyed teachers said they hope XR ed-tech tools soon become commonplace in schools, and 94 percent noted the importance of aligning XR-driven curricula to academic standards.
"Teachers are essential to guiding the future," XR Association CEO Elizabeth Hyman said in a public statement. "If teachers understand XR technology and are empowered to contribute to the way in which it is incorporated into the curriculum, everyone — students, their guardians and the surrounding community — will be able to take advantage of its benefits."
The study noted that the use of XR tools for classroom instruction have the potential to address key concerns among educators regarding digital and remote learning, such as a reported decrease in student motivation and well-being during the pandemic and 2020-2021 school year.
The study found 77 percent of surveyed teachers thought XR technology “inspires curiosity” about course topics, while 75 percent noted that XR tools have already helped students learn career skills and gain a deeper understanding of course topics, in addition to promoting social-emotional learning and building empathy for one another.
“To get a good sense of XR’s potential in schools, you have to ask the teachers and staff who will be administering this technology,” XR Association’s VP of Research Stephanie Montgomery said in a public statement. “The survey’s results suggest that VR, AR and MR technology is well positioned to become an essential teaching tool in school classrooms across the country.”
Despite growing optimism, the survey results also cited concerns among educators about AR/VR ed-tech adoption, such as costs and the potential impacts of XR use, which could include psychological harm and "cyber sickness," a form of disorientation or nausea that can come from seeing motion while stationary.
In response to this, the announcement said the XR Association has added new information about best industry practices in its Developers Guide, a resource which acts as a “starter guide” for ed-tech developers tasked with designing immersive experiences that are both safe and effective.
“We’ve seen how the adoption of XR technology can transform the ways in which people engage and learn, and we’re excited for what’s next,” ISTE Director of Research Brandon Olszewski said in a public statement. “Research like this is helpful as we explore the impact of technology – including XR – on the student learning experience. Given both the great promise and possible risks, more research about XR can help the field better understand the potential impact of wider use of this technology.”