Virtual reality in education[electro...
Information Resources Management Association.

 

  • Virtual reality in education[electronic resource] :breakthroughs in research and practice /
  • 紀錄類型: 書目-電子資源 : Monograph/item
    杜威分類號: 371.33/468
    書名/作者: Virtual reality in education : breakthroughs in research and practice // Information Resources Management Association, editor.
    出版者: Hershey, Pennsylvania : : IGI Global,, [2019]
    面頁冊數: 1 online resource (2 v.)
    標題: Virtual reality in education.
    標題: Virtual reality in higher education.
    ISBN: 9781522581802 (e-book)
    ISBN: 9781522581796 (hardback)
    書目註: Includes bibliographical references and index.
    內容註: Section 1. Analyzing virtual learning environments. Chapter 1. Analysis of users in an immersive environment for teaching science ; Chapter 2. Designing a learning analytic system for assessing immersive virtual learning environments ; Chapter 3. Reviewing the effectiveness and learning outcomes of a 3D virtual museum: a pilot study -- Section 2. Designing virtual learning environments. Chapter 4. Personalisation of 3D virtual spaces for enhanced ubiquitous learning ; Chapter 5. The affordances of 3D virtual learning environments: designing for learners' interpersonal and emotional connections ; Chapter 6. Integrating virtual spaces: connecting affordances of 3D virtual learning environments to design for twenty-first century learning ; Chapter 7. The Design of immersive virtual learning environments utilizing problem-based learning templates -- Section 3. Instruction methods for virtual learning environments. Chapter 8. Applied areas of three dimensional virtual worlds in learning and teaching: a review of higher education ; Chapter 9. 3D virtual learning environments: an avatar-based virtual classes platform ; Chapter 10. Virtual learning environments for a new teaching methodology ; Chapter 11. Foreign language teaching practices in 3D multi-user virtual immersive learning environments ; Chapter 12. The case of literacy motivation: playful 3D immersive learning environments and problem-focused education for blended digital storytelling ; Chapter 13. Facilitating communities of practice in online immersive learning environments ; Chapter 14. Learning patterns as criterion for forming work groups in 3D Simulation learning environments ; Chapter 15. Teaching and learning abstract concepts by means of social virtual worlds ; Chapter 16. Digital and spatial education intertwining in the evolution of technology resources for educational curriculum reshaping and skills enhancement -- Section 4. Integrating virtual reality tools into the classroom. Chapter 17. Survey of students' perception and the influence of learning style preferences on learner's intention to use 3D visualization instruction: learning style and 3D visualization instruction ; Chapter 18. Integrating virtual reality tools into classroom instruction ; Chapter 19. Virtual/mixed reality: next generational users of instructional tools for K-12 and higher education ; Chapter 20. Gamified assessment supported by a dynamic 3D collaborative game -- Volume II. Chapter 21. Learning geography through serious games: the effects of 2-dimensional and 3-dimensional games on learning effectiveness, motivation to learn and user experience -- Section 5. Virtual laboratories. Chapter 22. Usage and diffusion of biotechnology virtual labs for enhancing university education in India's urban and rural areas ; Chapter 23. An intelligent approach for virtual chemistry laboratory ; Chapter 24. IT-based education with online labs in the MENA region: profiling the research community ; Chapter 25. Addressing diverse college students and interdisciplinary learning experiences through online virtual laboratory instruction: a theoretical approach to error-based learning in biopsychology ; Chapter 26. CSCLab: a cloud-based platform for managing computing labs ; Chapter 27. Using augmented reality technologies to enhance students' engagement and achievement in science laboratories ; Chapter 28. A remote mobile experiment in Brazilian public basic education -- Section 6. Virtual reality in distance education. Chapter 29. Creating contexts for collaborative learning in a 3D virtual world for distance education ; Chapter 30. Mission hydrosci: distance learning through game-based 3D virtual learning environments -- Section 7. Virtual reality in language education. Chapter 31. The use of virtual worlds in foreign language teaching and learning ; Chapter 32. Task-based language learning and learner autonomy in 3D virtual worlds ; Chapter 33. Language teaching in 3D virtual worlds with machinima: reflecting on an online Machinima teacher training course ; Chapter 34. The epistemology of skill and knowledge development to teach Portuguese in a virtual learning environment -- Section 8. Virtual reality in STEM education. Chapter 35. Using 3D virtual worlds integrated to remote experimentation in sciences teaching ; Chapter 36. Techland: math and science in a virtual world ; Chapter 37. Virtual worlds in geoscience education: learning strategies and learning 3D environments ; Chapter 38. The roadmap for experimental teaching of science and engineering based subjects: innovative technology and social media in higher education ; Chapter 39. The use of digital software applications and digital atlases to supplement anatomy teaching to undergraduate allied health students.
    摘要、提要註: "This book is an essential reference source on the uses of virtual reality in classrooms with a focus on pedagogical and instructional outcomes and strategies. Highlighting a range of pertinent topics such as virtual 3-D learning, ethics in virtual reality, and educational technologies"--Provided by publisher.
    電子資源: http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/978-1-5225-8179-6
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