Campus Technology: Some technologies arrive ahead of the ecosystems necessary to support them. Remember Sony's early '90s attempt to complement its Walkman line with a "Bookman" device, or NuvoMedia's short-lived "Rocket eBook?" Virtual reality, or VR, has been wandering in that very wilderness for decades, emerging most recently in ed tech circles in the form of virtual worlds such as Second Life. Despite the early hype and some genuinely innovative applications, these online, avatar-centric environments failed to win a large following among educators.
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