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Lifeliqe improves engagement and learning in libraries, report says

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Approximately a year ago, Lifeliqe VR Museum was introduced as an important part of the XR Libraries project in Nevada. Since then, library patrons have been learning and discovering the world of science while having fun with our VR app. Recently the first conclusions of the project have been published. The data mentioned in the report speak clearly: XR-based experiences can improve learning outcome gains.

The key conclusions published in the Nevada XR Libraries report 2018-2019 state that the participants using AR/VR programs experienced demonstrably improved engagement. Other benefits to both youth and adult learners were confirmed, especially concerning the outcomes directly related to classroom instruction. And finally, it was demonstrated that people with regular access to AR/VR resources measurably improve their problem solving ability.

“When teachers explain [concepts like cells] I don’t really know what [they’re] saying. But since I’ve been in a cell now, I can explain it.”
- STUDENT PARTICIPATING IN THE PROJECT

Origin of the project

The XR pilot in Nevada was planned as a part of an educational initiative linked to the development of 21st century skills for all state citizens. Given the legislative base in 2017, the Nevada State Library assembled a group of partners to prepare the pilot. Lifeliqe featured as one of the partners, along with Califa (nonprofit library membership consortium from California) and XR Libraries. In summer 2018 first 11 libraries were selected to participate in the pilot, each receiving the required equipment and training. The beginning of the project was covered in our blog. As the interest in the XR Libraries project was big, an additional 5 libraries were added to the program in January 2019. Finally, in February 2019 the libraries began partnering with local schools and other formal learning groups, giving rise to a project called Libraries=Education.

How XR helps in libraries

As a part of the XR Libraries pilot, the Libraries=Education portion of the project is focused on bringing educational XR content to students. In total 309 students participated in 13 libraries, with largely positive outcomes. Let’s summarize some of the results:

  • 86% of participants found that using virtual reality increased their engagement with the topic
  • 80% increased their curiosity with the topic
  • 83% state that XR helped them to better understand the topic
  • 83% felt that virtual reality has the potential to help them prepare for a job
  • 93% wanted to see more XR in the library
  • 78% would visit the library more often if XR was available

Read the entire report in the PDF here


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