An Examination of the Prevalence and Use of Virtual Reality Technology in Secondary Schools: A Case Study in Connecticut
Year: 2025
Type: dataset
Abstract: 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.
Source: Open Science Framework
Authors: Stemler, Steven E., Hieftje, Kimberly
Language: English
Subfield: Human-Computer Interaction
Field: Computer Science
Domain: Physical Sciences
SDG: Quality education
Open Access status: green
OpenAlex ID: W7117915913
