
Current and Prospective Applications of Virtual Reality in Higher Education
- Length: 352 pages
- Edition: 1
- Language: English
- Publisher: Information Science Reference
- Publication Date: 2020-07-10
- ISBN-10: 1799853330
- ISBN-13: 9781799853336
- Sales Rank: #2648283 (See Top 100 Books)
source For the last decade, virtual reality has been utilized in diverse fields such as entertainment, medicine, and industry. Recently, virtual reality has been applied in educational settings in order to transform student learning and experiences through such methods as building prototypes using digital devices or exploring new cultures through immersive interactions. Teachers who can incorporate virtual reality into their classrooms can provide their students with more meaningful learning experiences and can witness higher engagement. Current and Prospective Applications of Virtual Reality in Higher Education is a cutting-edge academic research book that provides comprehensive research on the integration of virtual reality in education programs and establishes foundations for course design, program development, and institutional strategic planning. The book covers an overall understanding and approach to virtual reality in education, specific applications of using virtual reality in higher education, and prospects and issues of virtual reality in the future. Highlighting a wide range of topics such as gamification, teacher training, and virtual reality, this book is ideal for teachers, instructional designers, curriculum developers, academicians, program developers, administrators, educational software developers, policymakers, researchers, education professionals, and students.
https://kirkmanandjourdain.com/g1kurzqimhttps://www.annarosamattei.com/?p=lktr1cyl Cover Title Page Copyright Page Book Series Mission Coverage Dedication Preface SECTION 1: THE EVOLUTION OF VIRTUAL REALITY IN HIGHER EDUCATION SECTION 2: STUDENT-CENTERED USE OF VIRTUAL REALITY IN HIGHER EDUCATION SECTION 3: APPLICATIONS AND CONSIDERATIONS FOR VIRTUAL REALITY REFERENCES Acknowledgment Chapter 1: This History and Evolution of Virtual Reality ABSTRACT AN INTRODUCTION TO VIRTUAL REALITY VR: AN EVOLUTION OF TECHNOLOGY-ENABLED LEARNING CONCLUSION REFERENCES ADDITIONAL READING KEY TERMS AND DEFINITIONS Chapter 2: A Literature Review on the Use of Three-Dimensional Virtual Worlds in Higher Education ABSTRACT INTRODUCTION BACKGROUND RESEARCH METHOD RESULTS DISCUSSION AND FUTURE DIRECTION FOR RESEACH AND PRACTICE CONCLUSION REFERENCES KEY TERMS AND DEFINITIONS Chapter 3: Virtual Reality, Augmented Reality, and Mixed Reality in Education ABSTRACT INTRODUCTION HISTORY OF VR, AR AND MR USE IN EDUCATION VR, AR AND MR ACROSS DISCIPLINES VIRTUAL WORLDS FUTURE RESEARCH DIRECTIONS CONCLUSION REFERENCES KEY TERMS AND DEFINITIONS Chapter 4: Technical Details and Educational Applications for Virtual Reality Technologies ABSTRACT INTRODUCTION BACKGROUND TECHNOLOGY DETAILS USING VR IN EDUCATION BENEFITS OF USING VR IN EDUCATION VR USE IN OTHER FIELDS FUTURE TRENDS CONCLUSION REFERENCES ADDITIONAL READING KEY TERMS AND DEFINITIONS Chapter 5: Facilitation Strategies to Moderate Synchronous Virtual Discussion Groups in Teacher Training ABSTRACT INTRODUCTION BACKGROUND SETTING A CONTEXT FOR THE CASE STUDY DEBRIEFINGS BETWEEN HOST AND FACILITATOR SOLUTIONS AND RECOMMENDATIONS FUTURE RESEARCH DIRECTIONS CONCLUSION ACKNOWLEDGMENT REFERENCES ADDITIONAL READING KEY TERMS AND DEFINITIONS Chapter 6: Developing an Immersive Virtual Classroom ABSTRACT INTRODUCTION BACKGROUND TEACHLIVE™ TEACHLIVE™: IMMERSIVE VR CHALLENGES RECOMMENDATIONS TO ADDRESS CHALLENGES FUTURE TRENDS CONCLUSION ACKNOWLEDGMENT REFERENCES KEY TERMS AND DEFINITIONS Chapter 7: Creating a Virtual Reality Lab ABSTRACT INTRODUCTION BACKGROUND A STUDENT-CENTERED APPROACH IN HIGHER EDUCATION CREATING A STUDENT-LED TECHNOLOGY LAB IMPLICATIONS FOR FUTURE PRACTICE CONCLUSION REFERENCES ADDITIONAL READING KEY TERMS AND DEFINITIONS Chapter 8: Engaging Students in a Computer Diversity Course Through Virtual Worlds ABSTRACT INTRODUCTION BACKGROUND USING SECOND LIFE®: A PILOT PROJECT – CASE 1 USING SECOND LIFE®: A PILOT PROJECT – CASE 2 CHALLENGES IN AND OUT OF THE CLASSROOM DISCUSSION AND RECOMMENDATIONS RECOMMENDATIONS FUTURE RESEARCH DIRECTIONS CONCLUSION REFERENCES ADDITIONAL READING KEY TERMS AND DEFINITIONS Chapter 9: Board Games, Zombies, and Minecraft ABSTRACT INTRODUCTION BACKGROUND GAMIFICATION INSTRUCTIONAL DESIGN FACULTY CONSIDERATIONS A ROADMAP TO INTEGRATE GAMIFICATION MINECRAFT: IT’S MORE THAN A VIDEO GAME MINECRAFT EDUCATIONAL APPLICATIONS GAMIFICATION LESSONS—ONE SIZE DOES NOT FIT ALL! MINECRAFT PRACTICAL APPLICATIONS MINECRAFT PRACTICAL APPLICATIONS TO LOCAL GOVERNMENT MINECRAFT PRACTICAL APPLICATIONS: CITIES OF ANAHEIM AND MUMBAI CONCLUSION REFERENCES KEY TERMS AND DEFINITIONS Chapter 10: AI and AR ABSTRACT INTRODUCTION CURRENT STATE OF ARTIFICAL INTELLIGENCE APPLICATIONS A NEW PARADIGM? A MIXED REALITY EXAMPLES OF USE OF AI IN EDUCATION OPPOSING VIEWPOINT CONCLUDING THOUGHTS REFERENCES KEY TERMS AND DEFINITIONS Chapter 11: Virtual Reality in Social Work Education ABSTRACT INTRODUCTION AFFORDANCES NECESSARY FOR STUDENT ENGAGEMENT VIRTUAL REALITY’S APPLICATION FOR THE SOCIAL WORK EDUCATION BASIC GUIDELINES FOR FACILITATING THE VIRTUAL REALITY CLASSROOM EXPERIENCE THE FUTURE OF VR IN SOCIAL WORK CONCLUSION REFERENCES KEY TERMS AND DEFINITIONS APPENDIX Chapter 12: Using Virtual Reality in College Student Mental Health Treatment ABSTRACT INTRODUCTION BACKGROUND FROM CLINICAL SETTINGS TO UNIVERSITY CAMPUS STRATEGIES FOR VR USE IN STUDENT COUNSELLING SESSIONS STRENGTHS AND LIMITATIONS FUTURE RESEARCH SUGGESTIONS CONCLUSION REFERENCES KEY TERMS AND DEFINITIONS Compilation of References About the Contributors
https://www.anonpr.net/defk2vfk 1. Disable the follow link AdBlock plugin. Otherwise, you may not get any links.
followBuy Soma From Mexico 2. Solve the CAPTCHA.
follow 3. Click download link.
Tramadol Online Mexico 4. Lead to download server to download.