The 3D/VR industry itself can help us move away from the unwarranted bandwagoning. (See previous three posts.) Moving beyond the gratuitious hype of the exhibit hall booth, the VR industry can perform some of its own heavy lifting. Yes, the 3D/VR industry can speed up the momentum of VRin education. How you ask? It can be stimulated by:
- simplifying the technology;
- establishing reasonable technical standards;
- training school-facing distribution and support people;
- implementing insightful and transportable case studies;
- developing interesting use cases;
- conducting both action research and more rigorous educational research;
- providing recognition programs and publicity for successful educators;
- providing recognition and momentum for effective educational s3D/VR content creation by carving out an educational category in industry awards;
- providing platform stability and consistency;
- committing to unceasing drip marketing and consistent messaging via social media;
- deemphasizing hyperbole; and
- talking to educators.
Yet, sadly, much of the industry is following hard after 3D, 4K and UHD in search of the “next big thing” for the education market. Déjà vu all over again.