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Is Virtual Reality Ready
for the Classroom?
This is What Teachers Have to Say…
85%
2%
Millennials: 79%
Generation X: 67%
Baby Boomers: 57%
Tech Innovators
by Generation:
Because today’s students are digital
natives, today’s teachers are becoming
technology champions: 2 in 3 U.S. K-12
teachers describe themselves as
innovators in the use of classroom
Teachers are constantly evaluating and experimenting with new technology. A survey of more than 1,000
U.S. K-12 teachers explored one of the newest and most promising technologies: virtual reality.
While virtual reality might be the next frontier in
education, the first challenge to overcome
is school and district implementation.
of teachers
expect their school or
district to adopt virtual
reality in less than 5
years.
of teachers
think it will
never happen.
of teachers agree that
virtual reality would have
a positive effect on
their students.
Simulate experiences
relevant to course
content like flying as
the Wright Brothers
did in 1903
Travel to distant world
landmarks like the great
pyramids of Egypt
Explore otherwise
inaccessible locations
like outer space
Supplement course curriculum to help
students better understand concepts like
a chemical reaction for a science lesson
of teachers say that virtual
reality might help improve
learning outcomes
Preparing for graduation…
of teachers are using
virtual reality content
in their classrooms.
85%
2%
83%
42%
28%36%
of high school teachers
(grades 9-12) would like to
use virtual reality to tour
college campuses to
encourage students
to pursue higher
education.
LEARNING OUTCOMES
Virtual reality can be applied to a variety of subjects. According to teachers,
subjects that would most benefit from virtual reality are:
SCIENCE HISTORY SOCIAL
STUDIES
ART ENGLISH/
LITERATURE
ENGINEERING
82%
81%
81%
60%
54%
49%
%ofteacherssaythatvirtualrealitywould:
From taking
virtual field trips to the
aquarium to diving to the
bottom of the ocean floor,
opportunities for virtual reality
in education are endless.
Teachers would like to use
virtual reality to enable
students to:
LEARNING
OPPORTUNITIES
72%
69%
68%
68%
Top Subjects for VR
...increase student motivation84%
...help students better understand learning concepts77%
...allow for greater collaboration in my classroom71%
Attention, Teachers!: VR headsets are not
recommended for use by children under 13.
For students 13 and older, teachers should
limit usage time.*
But virtual reality can be put to work in the
classroom today. Here are 4 easy steps
to get started
IMPLEMENTATION
Virtual reality headsets
can be a cost-efficient
and classroom
friendly mobile VR
solution to creating
an immersive learning
experience. Samsung
Gear VR, powered by
Oculus, is available for
$99 and compatible
with Samsung’s latest
Galaxy smartphones.
There’s a plethora
of virtual learning
content available at
no cost. Samsung
VR’s library of 360°
immersive videos is
a great place to find
inspiration.
Explore advanced
virtual reality
applications like
Labster, which
simulates laboratory
science experiments,
or YouVisit, which
enables students to
explore university
campuses around the
world.
Nearly half of all
teachers surveyed
said they would use
virtual reality in their
classrooms on a
weekly basis if it
were available in
their schools. Share
your virtual reality
experience with
fellow teachers to
expand learning
opportunities for
students!
1 2 3 4
Getthe
Gear
WatchVirtual
RealityVideos
ExpandYour
Virtual
Horizons
Sharewith
Your
Colleagues
As a pioneer in educational technology, Samsung is committed to helping schools
identify the right technology and curriculum mix to drive learning outcomes, and supporting
schools and teachers with the resources needed to successfully implement that technology.
VisitSamsung.com/educationtolearnmore
Source: Nationally representative survey of 1,011 U.S. K-12 teachers, conducted by
GfK using the KnowledgePanel from May 20 – June 2, 2016. Margin of error for the
sample is +/- 3.4 percentage points.
©2016 Samsung Electronics America
*Samsung Gear VR is not for use by children under 13. Watching videos or playing games with the Gear VR may affect the
visual development of children. When children, age 13 or older, use the Gear VR, adults should limit their usage time and
ensure they take frequent breaks. Adults should monitor children closely after using the Gear VR if children feel discomfort.

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Is Virtual Reality Ready for the Classroom?

  • 1. Is Virtual Reality Ready for the Classroom? This is What Teachers Have to Say… 85% 2% Millennials: 79% Generation X: 67% Baby Boomers: 57% Tech Innovators by Generation: Because today’s students are digital natives, today’s teachers are becoming technology champions: 2 in 3 U.S. K-12 teachers describe themselves as innovators in the use of classroom Teachers are constantly evaluating and experimenting with new technology. A survey of more than 1,000 U.S. K-12 teachers explored one of the newest and most promising technologies: virtual reality. While virtual reality might be the next frontier in education, the first challenge to overcome is school and district implementation. of teachers expect their school or district to adopt virtual reality in less than 5 years. of teachers think it will never happen. of teachers agree that virtual reality would have a positive effect on their students. Simulate experiences relevant to course content like flying as the Wright Brothers did in 1903 Travel to distant world landmarks like the great pyramids of Egypt Explore otherwise inaccessible locations like outer space Supplement course curriculum to help students better understand concepts like a chemical reaction for a science lesson of teachers say that virtual reality might help improve learning outcomes Preparing for graduation… of teachers are using virtual reality content in their classrooms. 85% 2% 83% 42% 28%36% of high school teachers (grades 9-12) would like to use virtual reality to tour college campuses to encourage students to pursue higher education. LEARNING OUTCOMES Virtual reality can be applied to a variety of subjects. According to teachers, subjects that would most benefit from virtual reality are: SCIENCE HISTORY SOCIAL STUDIES ART ENGLISH/ LITERATURE ENGINEERING 82% 81% 81% 60% 54% 49% %ofteacherssaythatvirtualrealitywould: From taking virtual field trips to the aquarium to diving to the bottom of the ocean floor, opportunities for virtual reality in education are endless. Teachers would like to use virtual reality to enable students to: LEARNING OPPORTUNITIES 72% 69% 68% 68% Top Subjects for VR ...increase student motivation84% ...help students better understand learning concepts77% ...allow for greater collaboration in my classroom71% Attention, Teachers!: VR headsets are not recommended for use by children under 13. For students 13 and older, teachers should limit usage time.* But virtual reality can be put to work in the classroom today. Here are 4 easy steps to get started IMPLEMENTATION Virtual reality headsets can be a cost-efficient and classroom friendly mobile VR solution to creating an immersive learning experience. Samsung Gear VR, powered by Oculus, is available for $99 and compatible with Samsung’s latest Galaxy smartphones. There’s a plethora of virtual learning content available at no cost. Samsung VR’s library of 360° immersive videos is a great place to find inspiration. Explore advanced virtual reality applications like Labster, which simulates laboratory science experiments, or YouVisit, which enables students to explore university campuses around the world. Nearly half of all teachers surveyed said they would use virtual reality in their classrooms on a weekly basis if it were available in their schools. Share your virtual reality experience with fellow teachers to expand learning opportunities for students! 1 2 3 4 Getthe Gear WatchVirtual RealityVideos ExpandYour Virtual Horizons Sharewith Your Colleagues As a pioneer in educational technology, Samsung is committed to helping schools identify the right technology and curriculum mix to drive learning outcomes, and supporting schools and teachers with the resources needed to successfully implement that technology. VisitSamsung.com/educationtolearnmore Source: Nationally representative survey of 1,011 U.S. K-12 teachers, conducted by GfK using the KnowledgePanel from May 20 – June 2, 2016. Margin of error for the sample is +/- 3.4 percentage points. ©2016 Samsung Electronics America *Samsung Gear VR is not for use by children under 13. Watching videos or playing games with the Gear VR may affect the visual development of children. When children, age 13 or older, use the Gear VR, adults should limit their usage time and ensure they take frequent breaks. Adults should monitor children closely after using the Gear VR if children feel discomfort.