The case study I have related in the previous two posts is a fairly
positive one. This school district is definitely on the right track toward
addressing the achievement gap problem. But I routinely like to temper these
feel-good anecdotes with just a dab of scrutiny. It's part of my job—to be a
"critical friend" of otherwise successful efforts at classroom
innovation.
Here are some key reservations that
worry me about VR in classrooms:
- In order to be effective, VR must be inset within the curriculum and not stand on its own;
- High costs ($7000 for a classroom set,as described in last week's post) is simply and arguably unsustainable in today's classrooms. Neither is it scalable.
- In many case studies, I often notice the presence of more than one eudcators. The presence of so many adult ‘guides’ (3 in the previous case study) in a single classroom also forestalls true scalability and sustainability.
- Safety concerns (that students stay in their seats and not bump into each other), is a real problem;
Closing the achievement gap is a worthy goal
for the use of VR in today's classrooms. I encourage a contnued research. However, let's measure and report on the
gains of disadvantaged students in relationship to more privileged
students, so we know how big a difference we are actually making.
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