Across the U.S., we are seeing the
growing frequency of private programs (NYTedu and the Academy of VR) designed
to teach students to design VR. Then it should be no large surprise that now we have a college in Florida offering a
full major in VR design and creation: Ringling College.
Thoughtful discussions about emerging and high-leverage technology use in education.
March 25, 2019
March 18, 2019
What it takes
What does it take to get muscular with your VR project?
I have found that the following combined strategies can beat down the failure phenomenon. In successful implementations, your project or venture will likely evidence:
I have found that the following combined strategies can beat down the failure phenomenon. In successful implementations, your project or venture will likely evidence:
- A respected champion (teacher, principal, or district administrator)
- A clear and sustained plan for scaling the innovation
- Attention density, an instructional focus that is consistent and stable over time. (See (Rock, D., and Schwartz, J. (2009) The Neuroscience of Leadership; and Olivero, Bane, Kopelman (1997)
- Unyielding systematization of the innovation within the culture and curriculum of the school. (It’s not just a fun add-on, but a both a required and culturally acceptable methodology.)
- A plan for minimizing the predictable organizational entropy associated with any innovation: loss of key staff, equipment obsolescence, technical difficulties, newly competing priorities, ongoing training, and curricular systematization, to name a few)
- Constant evaluation, continuous improvement, and evidencing of results. (We value only what we measure, what works.)
March 11, 2019
Why Technology Fails
Imagine this Dr.
Jekyll/Mr. Hyde scenario occurring in a pilot project implementing VR in an educational setting:
After completing a twelve- month pilot project in a dozen schools in this European capitol, the final results were in. Kids loved the technology and felt it improved their learning and even the relevance of the curriculum itself. Yet teachers appeared consistently resistant to the technology: they could not envision its use and did not want to continue to use it.
Of course, this is a
true story. Why does this happen? And most importantly, when teachers are way
out of step with where the kids are at, what can we do about it? Read our next series of posts to
understand this unfortunate paradox and how we can deal with it.
March 4, 2019
Why Projects Fail
Why
do VR projects sometimes fail?
Research shows that
teachers are a volunteeristic and idiosyncratic lot. Teaching itself is a
volunteeristic and idiosyncratic profession. Teachers will tackle innovation
only if they want to, and stay with it only if the technology suits their style
and preferences. You can’t expect much else. So what happened in the previously posted scenario
unfortunately sounds about right. It’s for these reasons that it’s always a
tough proposition to implement technology innovation in educational settings. Only
highly creative, intrinsically motivated, or curiously inventive teachers break
out of this pattern. And a few creative teachers will not create overwhelming
scalability for exciting VR products or solutions.
Why
don’t more teachers kick in?
Even if a given
technology is popular with young people, most teachers tend to put themselves
in lanes of instructional practice and habit, and it becomes stubbornly
difficult to move them into other lanes. For example, three
teachers may show an interest, but many other teachers do not—and won’t—because
they feel the implementing teachers have this innovation ‘covered’. In schools and universities,
time is a limited commodity for teachers. Any time that would be taken to
implement a technology would clearly complete with the taut limits of
volunteerism and the narrowed preferences or idiosyncrasies of teachers. And,
sometimes, pushing for technology innovation may take on a “mean-spirited”
twist. For example, in some school districts or universities, a technology using teacher/professor may be
viewed as a technology or innovation diva (in the negative sense of the word)
—an attention hog—and they can be mocked or avoided by other ‘normalized’ educators.
“Not for us,” they cry!
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