An Examination of the Prevalence and Use of Virtual Reality Technology in Secondary Schools: A Case Study in Connecticut
收藏DataCite Commons2025-12-31 更新2026-05-04 收录
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In 2024, school leaders from all 181 public high schools in Connecticut were surveyed to examine the prevalence and use of virtual reality. Results indicate that 32% of schools are using VR, corresponding to the “Early Majority” phase of adoption in Rogers’ Diffusion of Innovations model. In 79% of the schools using VR, however, only 1-3 staff members use it, thus classifying them as “Early Adopters” within schools. Follow-up interviews revealed that VR was used in art, history, science, and vocational areas (e.g., auto repair, flight simulation) where training would be costly or simply not feasible without the technology. VR was seen as effective in creating dynamic classrooms and enhancing student outcomes. Challenges to implementation included budget constraints, lack of educator training, and technical limitations.
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OSF Data Archive
创建时间:
2025-12-31



