At
the ISTE 2016 conference, being held this week, virtual reality is no doubt
turning out to be the new popular kid on the block. (See last week’s post.) But
there’s a problem afoot: We are seeing an “echo chamber” effect
at play in educational settings. Too many of these sessions sound like the same
content: the field trip or the gadget. Both represent education ‘light.’ That’s
not a good thing.
“Hardware has run ahead of content,” bemoans Rene Pinell of
Kaleidoscope VR . She’s right. You can see it here at the ISTE conference. In
the Wall Street Journal, Chrisotpher Mims lambasts the fact that “most content
is demos.” He’s right, too. Can you whisper “hype cycle?” With the exception of
zSpace and my own workshops (the last two on the list posted last week), there
is nothing much new here. Unlike VR at the recent SXSWedu
festival, which featured many creative twists for VR (e.g., online learning,
virtual reality mashups, vision health, emotional intelligence, and the future
of storytelling), VR at ISTE is, like many new technologies, pursuing the
lowest common denominator. Ouch.