As 3D becomes increasingly common, Mark Robinson argues how this popular technology could be used in the classroom to change the face of the learning experience.

Consumer technologies are increasingly entering learning environments and are having a major impact on the way that young people learn. Students are accustomed to using technology in their everyday lives away from the classroom and are tuned into new developments, including 3D through its regular use in movies and video games. 

By tapping into this natural understanding and interest, 3D usage in secondary education not only emulates experiences in the outside world, but also helps prepare pupils for the workplace and provides a more engaging learning experience. 

The challenge for schools is how they can adapt teaching practices and materials to move from paper and 2D to 3D teaching.

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