Is 3D VR content ready for prime time?
Well, I hate to pile on, but it’s always useful to temper exuberance with a stout dose of business reality. Five years ago, I developed a taxonomy of content types for educational 3D content. At that time, in analyzing the available 3D content specifically designed for the educational market, I first recognized that 3D educational content came in a diversity of approaches and design--six flavors, if you will:
Well, I hate to pile on, but it’s always useful to temper exuberance with a stout dose of business reality. Five years ago, I developed a taxonomy of content types for educational 3D content. At that time, in analyzing the available 3D content specifically designed for the educational market, I first recognized that 3D educational content came in a diversity of approaches and design--six flavors, if you will:
In revisiting my taxonomy, I realized that
contemporary VR content for the education market today still fits clearly into
these same lanes. But here’s the problem: Nearly all of the educational VR
content I have seen to date fits only into the first three lanes: video shorts,
shorter animated segments, or learning objects. (Imagine simple walkthroughs,
immersive field trips, and objects that can be rotated.) Despite their
immersiveness, these VR learning opportunities are all passive experiences. (Incidentally,
school gatekeepers—such as district administrators, principals, and lead
teachers—ferociously fight to keep passive learning experiences out of
classrooms.) Yet hardly any VR content in today’s educational marketplace
reaches into the more interactive lanes of micro-simulation, complex
simulation, and user-generated content. (Micro and complex simulation often
work well addressing a ‘wicked’ challenge in education today—the need to teach
complex thinking and problem solving, not just teach for memorization.)
So that’s the stinky elephant in the room.
Until this content reality changes, VR will never reach its potential in the
educational market; VR will not scale to the level hoped for by the VR
industry. Instead, educators will rapidly disinterest themselves with the lower,
more passive forms of VR content and move on to other things. I hope the
momentum will not be lost.
Now I know what you are thinking: “haters
gonna hate and ain'ters gonna ain't” is what’s rolling through your head. But
I’m no hater, mind you. As an executive board member of the ISTE 3D Network,
I’ve been working to advance the implementation of 3D VR into schools. And as the online community manager for the
9000 members of LinkedIn’s Stereoscopic 3D Media and VR Technology group, I continue
fighting to keep this agenda on the table. I just haven’t drunk the Kool-Aid.
Thanks, Karl.
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