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Interactive learning is a teaching method that actively engages students and makes them think. It’s not about cramming knowledge into someone’s head. It’s about them finding their own path to acquiring said information and truly absorbing and retaining it.
My interactive learning statistics guide for 2024 will tell you everything you need to know.
You can use this jump link to quickly jump to the KEY STATS section.
Also, all the references and resources I used in crafting my guide are listed at the bottom of the page.
Let’s go!
Jump here: Key Interactive Learning Statistics, Facts and Trends for This Year| Interactive Learning Statistics, Facts and Trends for This Year (Detailed Data)
Table of Contents
Key Interactive Learning Statistics, Facts and Trends for This Year
Key Interactive Learning Statics Facts and Trends for 2024
- 74% of teachers have used digital game-based learning to enhance their lessons. Studies have shown that 93% of class time is spent on class tasks when using game-based learning. And teachers are using this to their advantage (Research.com).
- 91% of school-age children are familiar with video games and 52% of young students have played educational games. This way not only do students learn through play but they also learn to learn through educational games (Devlin Peck).
- 46% of children globally have access to the technology required for video game-based learning. 64% of children in the US have access to the same technology in their local schools (Research.com)
- A recent study showed that 54% of U.S. educators strongly agree that game-based learning is a must-have; 38% of U.S. teachers agree that it is needed in the classroom, while 8% of U.S. instructors are unsure whether it is a necessary addition in classes, and whether it’s really helpful to the learning process (Springer.com).
- In workplaces, the adoption of game-based learning has a compound annual growth rate of 53.4%
- Microlearning improved learners’ performance by 17% and also added 50% more to the engagement rate (Devlin Peck).
- The Pentagon invested $479 million in a Microsoft contract for VR, AR, and AI technology for soldier training (Springer.com).
- 82% of companies undergoing AR/VR implementation say benefits meet or exceed expectations (Springer.com).
- 56% of U.S. students use laptop computers in the classroom in a typical week (Springer.com).
- 54% of learners in the United States use desktop computers (Springer.com).
- In U.S. classrooms, educational videos are used 67% of the time while educational apps or software are used 65% of the time in U.S. classrooms (Devlin Peck).
- 65% of students preferred tablets when first acquiring laptops and tablets and 51% of students in the United States use tablets on a regular week in school. 10% of college students prefer to use their smartphones for studying (TalentLMS).
- Educational video games are used 52% of the time on a normal week in a U.S. classroom (TalentLMS).
- This declined to 5% towards the end of the academic year (TalentLMS).
- Students in the Czech Republic who used an app for English language learning scored 43.9 points out of 60 on average in a final test. Students from the control group garnered 31.8 points out of 60 on average (Research.com).
- 44% of respondents from the U.K. said rapid access is a major advantage of mobile learning while 26% of them said ease of access is the main benefit of mobile learning (TalentLMS).
- The mean effect size for studies that combined online and face-to-face learning was +0.35, p < .001.
- Around 10 million K-12 students engaged in online education or virtual classes in the 2024-2025 school year.
- In this year’s survey 96% of university students preferred using their mobile devices for learning on the move, 11% of college students stated they use their mobile gadgets for learning and 6% revealed they utilize mobile devices for their homework (TalentLMS).
- Another study about the helpfulness of Facebook to interactive learning showed that 81.9% of students engaged with the Facebook page of their course, 51% considered the Facebook page as an effective exercise and 76.4% of students recommended the use of the Facebook page feature in future courses (Deloitte).
- 60% of principals involved in the Speak Up Research Project for Digital Learning said they assigned a mobile device to students. Their hope was that access to mobile phones means access to more knowledge and education (Deloitte).
- 53% of principals in schools with 1:1 student to device ratio reported the effectiveness of said devices in math classes (Deloitte).
Interactive Learning Statistics, Facts and Trends for This Year (Detailed Data)
What Percentage Of Teachers Have Used Digital Game-Based Learning To Enhance Their Lessons?
74% of teachers have used digital game-based learning to enhance their lessons. Studies have shown (I link to several of these in the footer of the page) that 93% of class time is spent on class tasks when using game-based learning. And teachers are using that to their advantage to teach their pupils better.
The same handful of studies show that 91% of school-age children are familiar with video games and 52% of young students have played educational online games. This way not only do students learn through play but they also learn how to learn through educational games.
What Percentage Of Children Have Access To The Technology Required For Video Game-Based Learning?
46% of children globally have access to the technology required for video game-based learning. 64% of children in the US schools have access to the same technology. #InnovativeTeaching #InteractiveLearning Share on XHow Many U.S. Educators Strongly Agree That Game-Based Learning Is A Must-Have?
A recent study showed that 54% of U.S. educators strongly agree that game-based learning is a must-have; 38% of U.S. teachers agree that it is needed in the classroom, while 8% of U.S. instructors are unsure whether it is a necessary addition in classes, and whether it’s really helpful to the learning process or is just a distraction.
What Is The Compound Annual Growth Rate For The Adoption Of Game-Based Learning In Workplaces?
In workplaces, the adoption of game-based learning has a compound annual growth rate of 53.4%.
By What Percentage Did Microlearning Improve Learners’ Performance?
Microlearning improved learners’ performance by 17% and it adds 50% more to the engagement rate.
How Much Did The Pentagon Invest In A Microsoft Contract For VR, AR, And AI Technology For Soldier Training?
The Pentagon invested $479 million in a Microsoft contract for VR, AR, and AI technology for soldier training. The idea is make soldiers comfortable in war like condition while still keeping them safe. It’s a pilot project for now.
What Percentage Of Companies Undergoing AR/VR Implementation Say Benefits Meet Or Exceed Expectations?
82% of companies undergoing AR/VR implementation say benefits meet or exceed expectations. Their employees learn better and retain more of what they learned.
How Many Learners In The United States Use Desktop Computers Compared to Tablets and Mobile Phones?
54% of learners in the United States use desktop computers. 65% of students preferred tablets when first acquiring laptops and tablets. 51% of students in the United States use tablets on a regular week in school. 10% of college students preferred to use their smartphones for studying.
How Often Are Educational Videos Used In U.S. Classrooms?
In U.S. classrooms, educational videos are used 67% of the time and educational apps or software are used 65% of the time.
Educational video games are used 52% of the time on a normal week in a U.S. classroom.
What Was The Average Score Of Students In The Czech Republic Who Used An App For English Language Learning?
Students in the Czech Republic who used an app for English language learning scored 43.9 points out of 60 on average in a final test.
Students from the control group garnered 31.8 points out of 60 on average.
What Percentage Of U.K. Respondents Said Rapid Access Is A Major Advantage Of Mobile Learning?
44% of respondents from the U.K. said rapid access is a major advantage of mobile learning. 26% said ease of access is the main benefit of mobile learning.
What Was The Mean Effect Size For Studies That Combined Online And Face-To-Face Learning?
The mean effect size for studies that combined online and face-to-face learning was +0.35, p < .001.
How Many K-12 Students Engaged In Online Or Virtual Classes In The 2024-2025 School Year?
Around 10 million K-12 students engaged in online or virtual classes in the 2024-2025 school year.
What Percentage Of University Students Preferred Using Their Mobile Devices For Learning On The Move?
96% of university graduate students preferred using their mobile devices for learning on the move. 11% of college students stated they use their mobile gadgets for learning. 6% of them revealed they utilize mobile devices to complete homework faster.
What Proportion Of Students Engaged With The Facebook Page Of Their Course?
81.9% of students engaged with the Facebook page of their course. 51% considered the Facebook page as an effective exercise.
76.4% of undergraduate students recommended the use of the Facebook page feature in future courses.
How Many Principals Involved In The Speak Up Research Project For Digital Learning Said They Assigned A Mobile Device To Students?
60% of principals involved in the Speak Up Research Project for Digital Learning said they assigned a mobile device to students.
What Percentage Of Principals In Schools With 1:1 Student To Device Ratio Reported The Effectiveness Of Said Devices In Math Classes?
53% of principals in schools with 1:1 student to device ratio reported the effectiveness of said devices in math classes.
Interactive Learning Statistics Guide FAQ
How Can Interactive Video be Effectively Used for Learning?
Interactive videos are an effective tool for learning because they engage students in several different ways, often simultaneously.
Students can get presented with questions in certain part of the video and only by answering those questions correctly are they allowed to move forward.
Or you as an educator can add clickable elements (images, graphics, maps…) where students can explore by clicking.
Or you can create mini quizzes embedded within videos where student can learn by competing and racing to be the first to give the correct response…
With interactive learning in video format, anything is possible.
What are Some Engaging Interactive Learning Activities Suitable for Kindergarten Students?
Kindergarten students best learn through play, so for them games like Jeopardy, Pictionary, Boggle, and Scrabble can be used to make lessons more enjoyable and reinforce learning.
For example, Pictionary can help build vocabulary by having students draw and guess words and by associating words with images and entities.
How Can Interactive Learning Activities be Designed to Engage Adult Learners?
If you’re a teacher then you can design your lesson to be interact by knowing what makes adults tick when it comes to learning.
First, they love to collaborate with each other. Second, they love to solve problems (puzzles and quizzes). Third, they love multimedia so presentation is key to keep them engaged. Fourth, though adults, they still love games so include them, just make sure they’re educational games, not GTA 5:).
They also love to receive feedback because for adults time is precious and they don’t want to waste it doing the wrong things.
What Types of Interactive Learning Toys are Appropriate for 1-Year-Old Children?
The types of interactive learning toys appropriate for 1-year-olds are anything that’s simple to use and master, can’t be swallowed and makes some kind of interesting music or noise to make the kid more engaged.
Thinks of things like wooden puzzles, blocks, shape and color sorters, balls… Spatial awareness activities like easy obstacle courses, tunnels, climbing equipment are also great.
What Interactive Learning Activities Work Well for College Students?
Students are grownups compared to 1-year-toddlers from the previous question, so the interactive learning activities for them are going to be vastly different than for the toddlest.
Interactive learning activities that work best for college students are:
- Interactive quizzes and polls– quizzes are nearly perfect way to learn. They arouse curiosity and they help the student retain information much better than they normally would. Quizzes are especially suitable for boring topics that make you want to yawn just by thinking about them.
- Role-playing and simulations- Role-playing and simulations immerse students in real-world scenarios, helping them understand complex concepts and develop critical thinking skills.
- Project-based learning- Project-Based Learning (PBL) involves students working on a project over an extended period, culminating in a final presentation. PBL’s encourages creativity, collaboration and a deeper learning and exploration of a subject that leaves the students involved masters of the subject they were studying.
- Interactive whiteboards and smart boards- Interactive whiteboards and smart boards are both powerful tools for creating engaging lessons. Teachers can draw diagrams on them, easily display multimedia content, and conduct interactive lessons that involve active student participation and extended focus periods.
- Gamification- gamification techniques you can use can be anything from educational games to implementing leaderboards and point systems and rewards.
- Debates and discussions- Organizing debates and discussions on relevant topics encourages students to research, formulate arguments, and articulate their thoughts. This is excellent for their listening, public speaking and critical thinking skills all at once.
What are Some Examples of Interactive Learning in Different Educational Contexts?
Some examples of interactive learning are:
- Gamification: Can playing educational games is an excellent way for someone to learn. Younger pupils respond especially well to it.
- Project-based learning. Students can explore topics by asking questions and designing experiments to test their hypotheses. Students who feel they “own” the project tend to learn much faster and better, and retain more of what they learned, compared to other students who passed on the opportunity to work on a project.
- Peer teaching and collaborative learning. Students can work together to improve their performance, problem-solving skills, social and communication skills.
- Flipped classroom. Here students engage with the subject matter outside of the classroom, and teachers observe them and guide them as they do so.
- Learning communities. Students can collaborate and share knowledge in a supportive environment.
- Virtual reality. This is a new technology and definitely not widespread, but as a teacher you can use VR games to make students more involved and motivated.
- Personalized learning. You can use AI to create personalized learning programs tailored to each individual student or very tight groups of pupils. This is also a very nascent method of interactive learning as AI only really exploded in late 2022 (when ChatGPT came out)
Interactive Learning Statistics Facts and Trends for 2024 (Conclusion)
My updated guide for 2024 lists the best and latest statistics, facts and trends about interactive learning.
I hope you enjoyed it because the guide is now over.
Here are some more statistics guide you can read on my site:
- Lack of training in the workplace statistics guide
- In-person vs online training statistics guide
- Upskilling statistics guide
- Learning styles statistics guide
- Corporate learning statistics guide
- Learning loss statistics guide
- EdTech market statistics guide
- Summer learning loss statistics guide
- Learning and development statistics guide
- Visual learning statistics guide
- Learning disabilities statistics guide
- Learning management systems statistics guide
- Experiential learning statistics guide
- Employee training statistics guide
During my research, I consulted these resources below:
References:
- 39 Interactive Learning Statistics: 2024 Data, Trends & Predictions- https://research.com/education/interactive-learning-statistics
- Online Learning Statistics: The Ultimate List in 2024- https://www.devlinpeck.com/content/online-learning-statistics
- 20 interactive teaching activities for in the interactive classroom- https://www.bookwidgets.com/blog/2018/06/20-interactive-teaching-activities-for-in-the-interactive-classroom
- Game-based Learning Statistics: A Fun Way to Learn- https://scoop.market.us/game-based-learning-statistics/
- Impact of Interactive Learning Environments on Learning and Cognitive Development of Children With Special Educational Needs: A Literature Review- https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8116883/
- Return to the classroom: Importance of integrating interactive learning with Statistics and Programming- https://learningdesign.as.virginia.edu/project/return-classroom-importance-integrating-interactive-learning-statistics-and-programming
- Interactive Learning Helps Students Learn Six Times More than MOOCs, Study Says- https://www.educationworld.com/a_news/interactive-learning-helps-students-learn-six-times-more-moocs-study-says-1058054973
- Deloitte. (2016). 2016 digital education survey. Deloitte. https://www2.deloitte.com/content/dam/Deloitte/us/Documents/technology-media-telecommunications/us-tmt-digital-education-survey.pdf
- Gray, J. H., Bulat, J., Jaynes, C., & Cunningham, A. (2009). LeapFrog learning design: playful approaches to literacy. In Druin, A (Ed.) Mobile technology for children: Designing for Interaction and Learning, 171-194. Burlington, MA: Elsevier- https://doi.org/10.1002/asi.21237
- Muthukumar, S. L. (2005). Creating interactive multimedia-based educational courseware: cognition in learning. Cognition, Technology & Work, 7(1), 4650- https://doi.org/10.1007/s10111-004-0171-1
- 63 Interesting Online Learning Statistics- https://persuasion-nation.com/online-learning-statistics/
- An interactive learning environment (ILE) to study statistics: Effects of prior knowledge on the use of embedded support devices- https://link.springer.com/article/10.1007/BF03172916
- Interactive learning environment as a source of critical thinking skills for college students- https://bmcmededuc.biomedcentral.com/articles/10.1186/s12909-024-05247-y
- Darling-Hammond, L., Zielezinski, M. B., & Goldman, S. (2014). Using Technology to Support At-Risk Students’ Learning. PDF. Stanford- https://edpolicy.stanford.edu/sites/default/files/publications/using-technology-support-risk-students%E2%80%99-learning.pdf
- What is microlearning and how can it benefit your training?- https://www.talentlms.com/blog/what-is-microlearning-and-its-benefits/
- Baeten, M., Dochy, F., Struyven, K., Parmentier, E., & Vanderbruggen, A. (2016). Student-Centred Learning Environments: An Investigation into Student Teachers’ Instructional Preferences and Approaches to Learning. Learning Environments Research, 19 (1) 43-62- https://link.springer.com/article/10.1007/s10984-015-9190-5
- Bauer, K. (2020, March 30). CPS sending 100,000 laptops, tablets to students to learn at home — A sign schools could stay closed for longer- https://blockclubchicago.org/2020/03/30/cps-will-start-remote-learning-april-13-a-sign-schools-could-stay-closed-for-longer/
- Effective Educational Videos: Principles and Guidelines for Maximizing Student Learning from Video Content- https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5132380/
Nikola Roza
Nikola Roza is a blogger behind Nikola Roza- SEO for the Poor and Determined. He writes for bloggers who don't have huge marketing budget but still want to succeed. Nikola is passionate about precious metals IRAs and how to invest in gold and silver for a safer financial future. Learn about Nikola here.