Steve Bambury talks developing apps for education.
This will be my final posted artifact in regards to VR, education and the classroom experiences--I can’t believe me it took me so long to actually find this article, as it summarizes everything I’ve been discussing in regards to my VR research. While initially I had considered VR to be a marginal technology in regards to classroom innovation, I have found that the past few years have led to a booming trend of VR apps for educational purposes, with a plethora of varied subjects, interactive design and target functioning.
That said, Steve Bambury effectively reiterates my initial impression of many VR organizations and startups attempting to jump the “virtual school” bandwagon--that in which many VR educational apps focus simply on the immersive experience without necessarily teaching anything to the skill requirements or current curriculum. Bambury’s analysis is primarily a suggestion for developers interested in creating educational VR content, with general things to keep in mind as they design for classroom purposes--however, I consider this artifact to be a springboard for developers, curriculum experts and instructors to work together in blending pedagogy and media literacy in order to deliver a truly effective learning experience.












