Educational VR: The Irony of it All
The trendy presence of virtual reality these days
leaves me with a sense of irony. (Please look at previous posts in this series for the context.) I am struck by the incongruity of
the past and the future colliding in an uncomfortable way. I am describing
something we’ve seen before—when we were pushing for 3D visualization tools in
the classroom from 2010 through 2015. Virtual reality is all the rage
today, but in the past, things didn’t look quite so bright. Though the
technologies are really quite similar, something has changed. Here's my last effort at ironic sentiment:
Complaint: Our
3D content won’t run on that other hardware platform.
Educator response to
3D (5 years ago): “Why do I need to buy that type of hardware and not just use
what I’ve got?” “The content is too hardware specific.” “Our district won’t
support that brand of equipment, sorry.”
Educator response to
VR (today ), though VR also lacks unifying standards: “I don’t care—how
can we do it?” “It’s just sexy!” “I’ll find a way.”
Of course, my entire message for this entire series plays on the irony
of the times we are in. Virtual Reality is succeeding in the education market
today, well, because, well, it’s… sexy. How long that will last?
Who knows, but I suspect these questions won’t just go away. For now, here is
how the education market works: over the next year or so, suppliers need to
fill in the missing pieces and answer the unanswered questions or VR will be left
in the backwaters of time and will be replaced by the latest trending
whatchamacallit or gadget. Welcome to education. And P.S.: don’t show this
article to your local VR enthusiast. Why not? Incongruity overly frustrates their sense
of forward progress.
No comments:
Post a Comment