I wonder how many pundits predicted that virtual reality would be one of the big trends for education in 2017. I wasn't one of them. Virtual reality, though definitely cool, suffers from many of the same issues as 3D TV, as this article notes. "Like 3D, it requires expensive, personal peripherals. Like 3D, games need to be designed explicitly for VR in order to showcase the technology to best effectiveness. Like 3D, VR can cause nausea and headaches. Like 3D, working in VR has an entirely new set of best practices... VR is debuting as a gaming peripheral, and gaming is still much more of a solo activity than TV watching." VR has many niche applications. But it won't sweep through learning and technology this year or the next because, fundamentally, it can't.
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