Virtual Reality in Education

How VR is Changing Education?

R
RETENTION

Research suggests that visualization and a VR environment strengthen the connection between a student and a concept, heightening retention.

E
Engagement

It is about participating in the learning process, having actual/virtual experiences, and enjoying the process, which heightens engagement.

D
Distraction Free

When students are inside a virtual environment, they are far less prone to distractions such as other students, phones, and so on.

As our stated mission is to enhance the educational experience of learners worldwide, how we plan to achieve that is by positively influencing engagement, retention and desire to learn. We know that there is a need for school administration and teachers to be aware of such learning experiences and that it is important for them to get the data needed to inform educational decisions. We strongly believe that teachers are the backbone of classrooms, and their understanding of the new technologies available is very important. To that end, we have an equally strong attention to reporting and analytics.

Hence, Veative has launched its Awareness drive for Virtual Reality (VR) in Education. The regions we are covering in our first phase of this initiative are Africa, India, the Middle East, USA and the UK. Our expert teams are visiting various schools and conducting awareness workshops involving both teachers and students, without any cost to the school or learning institute. The presenters give an introduction to the product and provide teachers and learners a chance to have a hands-on experience with this cutting-edge learning tool.

This is Veative's commitment to our global society, taking another step towards fulfilling our mission of bringing VR-based educational solutions to ALL, motivating learning and growth, throughout the world.

What students have to say after using VR in Classroom

Pre vr Experience

Student with VR icon
Tablet with user touch
30%
use Tablets as the primary technology
tool in classrooms followed by:
Smartboard Smartboard
(25%)
Projector projector
(14%)
Laptop laptop
(25%)
Mobile mobile phone
(5.5%)
Only
45%
have experienced VR through
Virtual Reality
Student experiencing VR
92%
are excited
about using
VR for learning
Student playing game in VR
45%
have experienced VR through
Games followed by :
Movies movies
(25%)
VR Demos VR Demos
(20%)
Simulations simulation
(7.5%)
Not Experiencing VR not experienced
(2.5%)

Post vr Experience

70%
agree that VEATIVE VR will motivate them to get involved in learning
95%
agree that VR instruction in the module will boost their confidence
Student Likes
Stats
Kid using VR
97%would like to
to use VR in
their classrooms
8.6%

Enhanced learning as it was visually more effective

10.0%

It was an exciting and enjoyable experience

22.9%

Grabbed student attention and helped them to concentrate on learning

17.1%

Beneficial, practical and theoretical combination

12.9%

It was an interactive and engaging tool for learning

28.6%

The modules had good explanations using everyday examples

In-person polling of 445 students from India, South Africa, Zimbabwe, Japan, during the latter half of 2017 (Ver.1801_Students)

Disclaimer : The above survey report is based on information obtained by Veative Labs during the VR Awareness Workshops. Neither Veative Labs nor any of their staff may be held liable for any inaccuracies or omissions, or any loss or damage arising from or out of the usage of this report.

What students have to say after using VR in Classroom

Students stats before using VR
Students stats after using VR

In-person polling of 445 students from India, South Africa, Zimbabwe, Japan, during the latter half of 2017 (Ver.1801_Students)

Disclaimer : The above survey report is based on information obtained by Veative Labs during the VR Awareness Workshops. Neither Veative Labs nor any of their staff may be held liable for any inaccuracies or omissions, or any loss or damage arising from or out of the usage of this report.

What teachers have to say after using VR in Classroom

Pre vr Experience

Teacher in Classroom
Laptop
36%
use Laptop as the primary technology
tool in classrooms followed by:
Smartboard smartboard
(16%)
Projector projector
(31%)
Tablet tablet
(18%)
67%
have heard about
Virtual Reality
92%
agree that VR will
positively impact
student learning
Teacher Experiencing VR
32%
have experienced
VR through Games followed by :
Movies movies
(20%)
VR Demos VR Demos
(31%)
Simulations simulation
(17%)
Teacher experiencing Games in VR

Post vr Experience

61%
of teachers think that VEATIVE VR will motivate students to get involved in learning
88%
of teachers agree that VR instructions were sufficient to boost student engagement
Stats
71%
think students with
learning difficulties may
perform better if they
learn through VR
Girl using VR
72% agree that
VR will
help accommodate
a student’s personal
learning style
Stats
75%
agree that low achieving
students may perform
better with the
benefits of VR
50%
of teachers strongly
believe that VR promotes
learning through
experience

In-person polling of 166 teachers from India, South Africa, Zimbabwe, Japan, during the latter half of 2017 (Ver.1801_Teachers)

Disclaimer : The above survey report is based on information obtained by Veative Labs during the VR Awareness Workshops. Neither Veative Labs nor any of their staff may be held liable for any inaccuracies or omissions, or any loss or damage arising from or out of the usage of this report.

What teachers have to say after using VR in Classroom

Teachers Stats before using VR
Teachers Stats after using VR

In-person polling of 166 teachers from India, South Africa, Zimbabwe, Japan, during the latter half of 2017 (Ver.1801_Teachers)

Disclaimer : The above survey report is based on information obtained by Veative Labs during the VR Awareness Workshops. Neither Veative Labs nor any of their staff may be held liable for any inaccuracies or omissions, or any loss or damage arising from or out of the usage of this report.