1) We could set up for people that have the vive and oculus (also on a computer) on a desk next to a plug and have extension cords just in case we need them. For the google card-boards we can put them on the desk for presentation and to show our 360 videos. I will sufficiently describe the process of developing VR content by explaining how we did it from beginning to end: ex: the idea of making one, looking up how to make one, and each step in creating our budgeting sheets (for producers), and what professional development does. A passerby will be able to experience our VR worlds by looking into the lens of what areas we were at during that time. They can take away that the idea of VR could change our future and how we see the world (if it's something influential for the world) and we could easily show them step by step (if we wanted too) how it would be done (possibly). We could easily start the conversation by saying that reality is something that is still undefinable (in my opinion). We can also discuss the bias-ness really easily as well.
2) Dewey's ideas are that we need to experience rather than learn from textbooks, which I agree with completely. In the VR project the entire thing is seeing and experiencing, which is his main focus throughout the entire article and the fact that they could be better implemented for if someone learned how to create an interactive piece then it could be used to teach more educational lessons. 3) Pink's argument about motivation is that we need to be free to make our own choices and only then we will be able to have the motivation to finish what we start. As long as we have create license to be able to create what we want; the products will look better than if they were simply ordered and structured. In a school setting, it would look exactly like a project based school because we would have the ability to do what we want (with some teacher guidance).
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