ASU+GSV Summit Sessions
Hosted by ASU+GSV
Audio recordings of sessions captured live at the ASU+GSV Summit in San Diego. Now in its 17th year, the ASU+GSV Summit is the world’s leading event for leaders in “PreK to Gray” education and workforce learning, bringing together over 7,000 attendees from more than 66 countries.
257 episodes · publishes daily · latest 2026-05-06
Rank
#117
Substance
70.3
/ 100
Scored 2026-06
Updated monthly
Across the index
#117 of 911
Substance
Top 13%
outscores 87% of the index
Why it scores where it does
ASU+GSV Summit Sessions ranks #117 on The B2B Podcast Index with a substance score of 70.3 out of 100, scored across 3 recent episodes. It scores highest on guest caliber and specificity & evidence. All three panelists are genuine practitioners with relevant institutional roles - an ASU lab director with 25 years in games, a Meta education XR lead, and a Pearson Labs R&D manager - and they speak from real operational experience. None are top-tier executives or prolific researchers, and seniority is unclear for two of the three, but the practitioner grounding is real.
The five-dimension breakdown
Averaged across 3 recently scored episodes, with cited evidence.
Insight Density
14.3 / 20The episode contains a respectable number of named data points and frameworks (DICE model, Morehouse outcomes, Immerse retention study, Miranda AI overlay), but the conversation frequently plateaus into conference-panel consensus and feel-good generalities. The Miranda AI knowledge-graph concept and the cross-platform UX observation are genuinely useful, but they sit alongside a lot of throat-clearing.
“what we have built is, um, uh, basically an AI overlay that observes the student playing or the learner playing the game, and then builds a knowledge graph based on it. We call this technology, uh, Miranda.”
“DICE model which maybe um, people here are familiar with. Is it dangerous to do in real life? And you can do this in VR safely? Um, is it impossible taking your class to the moon?”
Originality
12.7 / 20Most arguments here are well-worn in the edtech and XR space: gamification critique, tech-for-tech's-sake warning, flow theory, and the factory-worker assessment metaphor all circulate widely. The Miranda AI overlay and the cross-platform UI parity observation between VR and mobile are the only genuinely fresh contributions; everything else is consensus panel fare.
“people who don't necessarily get games add Sort of like sticker kind of features in products that are not really games. There is not necessarily the engagement and, and the storytelling”
“AI does not necessarily always produce the most quality 3D models. Um, and it can't replace the things that I think are being promised that it can replace”
Guest Caliber
16.3 / 20All three panelists are genuine practitioners with relevant institutional roles - an ASU lab director with 25 years in games, a Meta education XR lead, and a Pearson Labs R&D manager - and they speak from real operational experience. None are top-tier executives or prolific researchers, and seniority is unclear for two of the three, but the practitioner grounding is real.
“I actually joined an XR startup right before the Metaverse, uh, Hype curve, when everybody started to talk about Metaverse. And uh, we had a product”
“I work within uh, Pearson Labs. So we're doing sort of the R and D experimentation and some of those studies alongside some of our efficacy folks”
Specificity & Evidence
15.7 / 20The episode has a solid density of named statistics, institutions, and tools - Morehouse 12% outcome lift, Immerse 92% vs 76% retention, Forrester 66%/78% figures, plus named platforms like ArborXR, ManageXR, Body Swaps, and Meshi. However, no study methodology is interrogated, sample sizes are never given, and several claims float without source anchoring, limiting the evidentiary quality.
“They've reported um, an increase of about 12% in student outcomes, um, for students who have been able to integrate with uh, this VR in the classroom. And excitingly actually a 10% increase in student engagement and um, attendance”
“a forester research was done last year that showed that 66% of the higher ed educators that were surveyed, uh, reported that they have seen increased outcomes, not engagement, actual outcomes”
Conversational Craft
11.3 / 20The host asks a few structurally useful questions (when does immersive NOT work; what's the business model) but never pushes back on a single statistic, never probes methodology, and the lightning round dissolves into panelists agreeing with each other. The opening Plymouth Rock anecdote eats meaningful time and the questions are largely invitations to self-promote rather than genuine challenges.
“Is there evidence you can point to and can you share that with us?”
“What's your big bet? Um, and what needs to happen for this to be mainstream?”
Standout episodes
- 72
- 70
- 69
Rank over time
First period on the Index - history builds from here.
Episodes
3 scored on substance · 60 tracked in total.
Frequently asked
- What is ASU+GSV Summit Sessions's substance score?
- ASU+GSV Summit Sessions scores 70.3 out of 100 for substance and ranks #117 on The B2B Podcast Index. That puts it ahead of 87% of the B2B podcasts we rank and #14 of 58 in Startups & Founders. The score reflects insight density, originality, guest caliber, specificity and conversational craft across recent episodes - not downloads.
- Is ASU+GSV Summit Sessions worth listening to?
- Yes - ASU+GSV Summit Sessions outscores 87% of the B2B startups & founders podcasts and shows we rank on substance, so a startups & founders operator is likely to come away with something useful.
- Who hosts ASU+GSV Summit Sessions?
- ASU+GSV Summit Sessions is hosted by ASU+GSV.
- How often does ASU+GSV Summit Sessions publish?
- ASU+GSV Summit Sessions publishes daily, has 257 episodes, released its most recent episode on 2026-05-06.
- Which ASU+GSV Summit Sessions episode should I start with?
- Our highest-scoring recent episode is "AI + XR: Are We Finally Ready for Immersive Learning at Scale?" (72/100) - a good place to start.
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