July 24, 2017
Folks are often confused with the differences between 2D, 3D, and VR. I ran into this visual interpretation on LinkedIn, which I am reproducing here, for all to see. I thought it might help a few folks.
Still, this graphic has at least three problems:
- It represents 3D glasses as anaglyph only, which is anachronistic. It ignores passive and active 3D glasses and may therefore confuse novices.
- It does not represent auto-stereoscopic 3D at all in its limited taxonomy. Glasses-free 3D only requires a screen—no glasses.
- The graphic does not provide an accurate representation of most VR glasses
Can you identify any other problems with this chart?
July 17, 2017
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.
July 10, 2017
Concluding our VR content discussion for the last four weeks, where do we go? The way forward, the prerequisite secret sauce for VR in education, is in interactivity and collaboration. And not just interactivity via head turning. In his book Think in 3D, Clyde DeSouza submits that it’s time for more interactivity in 3D and VR. “Real-time, stop-and-look-around interactivity is the way forward for a truly immersive experience,” he says. “This emotes in the audience feelings of belonging and identifying with the world being presented.” Of course, DeSouza is on target, as usual. Although interactivity already serves as the bread and butter in the video game industry, that is not yet so with VR in education. In VR-based learning, content must change. Interactivity must be reified—it must become the thing. Current VR content manufacturers produce interactive simulations as an afterthought. There aren’t very many. That needs to change.
July 3, 2017
In last week's post, I highlighted my new taxonomy for VR content:
Although some big content developers seem satisfied with plans to roll out passive content, this is the content least in demand by educational gatekeepers (who also control the money in schools). Remember one thing: school gatekeepers—such as district administrators, principals, and lead teachers—ferociously fight to keep passive learning experiences out of classrooms.
One wonders: are these VR content developers “barking up the wrong tree?” Jack Ganse, a highly respected Colorado science teacher, once reminded me that they indeed are: “It's always a challenge to be mindful of and responsive to taxonomy when incorporating technology into the classroom. We run the risk of losing student engagement if we rely too heavily on just one taxonomic level, especially passive content.” He added: “Just as too many empty calories dilute our senses and compromise our nutritional health, too many passive technology experiences will dull and weaken the educational well-being of our students.” And there is ample reason for concern: while recently analyzing seventeen VR conference sessions at an ed-tech conference, I realized the interesting notion about [these] offerings is the apparent “echo chamber” at play. Too many of these sessions sound like the same content: the field trip or the gadget.