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.

Share this

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