Allow me to conclude the previous four posts with a set of critical questions about VR content. Some key questions to ponder are:
- When you display VR content in your classroom, does your content look like everyone else’s VR content? Are you living in an instructional echo chamber?
- Are all your VR content experiences found at the lowest levels of the above VR taxonomy? Or are you enriching your instrction by featuring the possibilities at the top end of the spectrum?
- Are you featuring passive or active educational uses of VR? Interactive? Collaborative?
- Has your overall experience moved beyond the obvious (wow factor, engagement, retention, gadget infatuation) to the real educational advantages highlighted in our taxonomy?
I am interested in knowing what you think. Or suggestions for improvement. Let me know.