Virtual Reality in Education
Virtual Reality in Education
Editor/Author
Information Resources Management Association
Publication Year: 2019
Publisher: IGI Global
Single-User Purchase Price:
$395.00

Unlimited-User Purchase Price:
$592.50
ISBN: 978-1-52-258179-6
Category: Technology & Engineering - Technology
Image Count:
242
Book Status: Available
Table of Contents
Virtual Reality in Education: Breakthroughs in Research and Practice is an essential reference source on the uses of virtual reality in K-12 and higher education classrooms with a focus on pedagogical and instructional outcomes and strategies.
This book is found in the following Credo Collections:
Table of Contents
- Editorial Advisory Board
- Preface
- Section 1: Analyzing Virtual Learning Environments
- 1. Analysis of Users in an Immersive Environment for Teaching Science
- 2. Designing a Learning Analytic System for Assessing Immersive Virtual Learning Environments
- 3. Reviewing the Effectiveness and Learning Outcomes of a 3D Virtual Museum: A Pilot Study
- Section 2: Designing Virtual Learning Environments
- 4. Personalisation of 3D Virtual Spaces for Enhanced Ubiquitous Learning
- 5. The Affordances of 3D Virtual Learning Environments: Designing for Learners’ Interpersonal and Emotional Connections
- 6. Integrating Virtual Spaces: Connecting Affordances of 3D Virtual Learning Environments to Design for Twenty-First Century Learning
- 7. The Design of Immersive Virtual Learning Environments Utilizing Problem-Based Learning Templates
- Section 3: Instruction Methods for Virtual Learning Environments
- 8. Applied Areas of Three Dimensional Virtual Worlds in Learning and Teaching: A Review of Higher Education
- 9. 3D Virtual Learning Environments: An Avatar-Based Virtual Classes Platform
- 10. Virtual Learning Environments for a New Teaching Methodology
- 11. Foreign Language Teaching Practices in 3D Multi-User Virtual Immersive Learning Environments
- 12. The Case of Literacy Motivation: Playful 3D Immersive Learning Environments and Problem-Focused Education for Blended Digital Storytelling
- 13. Facilitating Communities of Practice in Online Immersive Learning Environments
- 14. Learning Patterns as Criterion for Forming Work Groups in 3D Simulation Learning Environments
- 15. Teaching and Learning Abstract Concepts by Means of Social Virtual Worlds
- 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
- 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
- 18. Integrating Virtual Reality Tools Into Classroom Instruction
- 19. Virtual/Mixed Reality: Next Generational Users of Instructional Tools for K-12 and Higher Education
- 20. Gamified Assessment Supported by a Dynamic 3D Collaborative Game
- 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
- 22. Usage and Diffusion of Biotechnology Virtual Labs for Enhancing University Education in India's Urban and Rural Areas
- 23. An Intelligent Approach for Virtual Chemistry Laboratory
- 24. IT-Based Education With Online Labs in the MENA Region: Profiling the Research Community
- 25. Addressing Diverse College Students and Interdisciplinary Learning Experiences Through Online Virtual Laboratory Instruction: A Theoretical Approach to Error-Based Learning in Biopsychology
- 26. CSCLab: A Cloud-Based Platform for Managing Computing Labs
- 27. Using Augmented Reality Technologies to Enhance Students’ Engagement and Achievement in Science Laboratories
- 28. A Remote Mobile Experiment in Brazilian Public Basic Education
- Section 6: Virtual Reality in Distance Education
- 29. Creating Contexts for Collaborative Learning in a 3D Virtual World for Distance Education
- 30. Mission HydroSci: Distance Learning Through Game-Based 3D Virtual Learning Environments
- Section 7: Virtual Reality in Language Education
- 31. The Use of Virtual Worlds in Foreign Language Teaching and Learning
- 32. Task-Based Language Learning and Learner Autonomy in 3D Virtual Worlds
- 33. Language Teaching in 3D Virtual Worlds With Machinima: Reflecting on an Online Machinima Teacher Training Course
- 34. The Epistemology of Skill and Knowledge Development to Teach Portuguese in a Virtual Learning Environment
- Section 8: Virtual Reality in STEM Education
- 35. Using 3D Virtual Worlds Integrated to Remote Experimentation in Sciences Teaching
- 36. Techland: Math and Science in a Virtual World
- 37. Virtual Worlds in Geoscience Education: Learning Strategies and Learning 3D Environments
- 38. The Roadmap for Experimental Teaching of Science and Engineering Based Subjects: Innovative Technology and Social Media in Higher Education
- 39. The Use of Digital Software Applications and Digital Atlases to Supplement Anatomy Teaching to Undergraduate Allied Health Students