“Imagine a
river, deep and fast, charging downwards through a majestic canyon, slowing to
a crawl as it ambles its way through a lush green valley. Although a winding
river may at first seem unremarkable in its flow and function, it is actually
teeming with hidden complexity. Upon closer inspection of a river we unveil a
lively, changing, and connected environment, one consisting of currents,
undercurrents, pools, eddies, meanders, weirs, swells, and even flood cycles.”
My careful analogy is
this: like rivers, selling 3D or VR to schools is
never that simple. Much like a river, selling to schools offers hidden complexity.
In a recent discussion between a group
of educators and ed-tech industry folks at a large national conference we all
agreed that, in education, there is no
single homogeneous customer. To the contrary, the decisions for
procurement of technology by schools can be labeled according to these diverse models:
Model
1:
The district makes nearly all of the
decisions. Students and teachers don’t. All purchasing is strongly controlled
and filtered by organizational gatekeepers.
Model
2:
The district makes the decisions, but
does so in collaboration with teachers;
teacher advice is solicited broadly or sought individually through teacher
representation on adoption
committees. I have even seen the gatekeepers overruled by these collaborators.
Model
3:
Purchasing decisions are logically split.
The district may be the decision
maker on a core portfolio of
resources, while individual schools
can still go ahead and buy anything else.
In other words, the district makes
make some decisions, (with or without
collaboration from teachers); schools
can do the rest. And yes, school-level gatekeepers can be just as protective as
their district counterparts—especially if they happen to be a school principal
or a powerfully influential lead teacher.
Model
4:
Purchasing decisions and authority are splintered.
The district purchases items they perceive as enterprise-important; the schools can acquire items that are community-important; lead teachers or
department heads can procure essential departmental
or grade-level resources; and—wait for it—teachers can supplement through own classroom budgets. This
approach is, of course, far more complex than the previous models; it’s an open
playground, not a walled garden.
Model
5:
Students or teachers create their own. Although this rarely applies to hardware
acquisition, it is a phenomenon we see in schools in the arenas of content and
services: students or teachers create the
content as opposed to purchasing it; or students and teachers provide technical services within the
school as opposed to procuring it from the outside.
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