Thoughtful discussions about emerging and high-leverage technology use in education.
July 31, 2017
July 24, 2017
Seeing 2D-3D-VR
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
Key Questions
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
The Way Forward
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
Way Too Passive
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.
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