Virtual reality in education breakthroughs in research and practice
"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"--
| Соавтор: | |
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| Формат: | Электронная книга |
| Язык: | English |
| Публикация: |
Hershey, Pennsylvania (701 E. Chocolate Avenue, Hershey, Pennsylvania, 17033, USA)
IGI Global,
[2019]
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| Предметы: | |
| Online-ссылка: | EBSCOhost Перейти в каталог НБ ТГУ |
| LEADER | 06923cam a2200469Mi 4500 | ||
|---|---|---|---|
| 001 | koha001013132 | ||
| 003 | OCoLC | ||
| 005 | 20250222065950.0 | ||
| 006 | m e d | ||
| 007 | cr bn||||m|||a | ||
| 008 | 190314s2019 pau fob 001 0 eng d | ||
| 035 | |a koha001013132 | ||
| 040 | |a IGIGL |b eng |e rda |c IGIGL |d OCLCO |d N$T | ||
| 020 | |a 1522581804 | ||
| 020 | |a 9781522581802 |q (electronic bk.) | ||
| 020 | |z 9781522581796 |q hardcover | ||
| 024 | 7 | |a 10.4018/978-1-5225-8179-6 |2 doi | |
| 050 | 4 | |a LB1044.87 |b .V585 2019e | |
| 072 | 7 | |a EDU |x 001000 |2 bisacsh | |
| 072 | 7 | |a EDU |x 036000 |2 bisacsh | |
| 082 | 0 | 4 | |a 371.33/468 |2 23 |
| 049 | |a MAIN | ||
| 245 | 0 | 0 | |a Virtual reality in education |b breakthroughs in research and practice |c Information Resources Management Association, editor. |
| 264 | 1 | |a Hershey, Pennsylvania (701 E. Chocolate Avenue, Hershey, Pennsylvania, 17033, USA) |b IGI Global, |c [2019] | |
| 300 | |a 1 online resource (52 PDFs (2 volumes)) | ||
| 504 | |a Includes bibliographical references and index. | ||
| 505 | 0 | |a 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. | |
| 520 | 3 | |a "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"-- |c Provided by publisher. | |
| 588 | |a Description based on title screen (IGI Global, viewed 03/14/2019). | ||
| 653 | 0 | |a Virtual reality in education. | |
| 653 | 0 | |a Virtual reality in higher education. | |
| 653 | 7 | |a EDUCATION / Administration / General |2 bisacsh | |
| 653 | 7 | |a EDUCATION / Organizations & Institutions |2 bisacsh | |
| 655 | 0 | |a EBSCO eBooks |9 905790 | |
| 655 | 4 | |a Electronic books. |9 899821 | |
| 710 | 2 | |a IGI Global, |e publisher. |9 899844 | |
| 710 | 2 | |a Information Resources Management Association. |9 899846 | |
| 856 | 4 | 0 | |3 EBSCOhost |u https://www.lib.tsu.ru/limit/2023/EBSCO/2084195.pdf |
| 856 | |y Перейти в каталог НБ ТГУ |u https://koha.lib.tsu.ru/cgi-bin/koha/opac-detail.pl?biblionumber=1013132 | ||
| 910 | |a EBSCO eBooks | ||
| 999 | |c 1013132 |d 1013132 | ||
| 039 | |||
