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Virtual reality in education = break...
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Virtual reality in education = breakthroughs in research and practice /
紀錄類型:
書目-電子資源 : Monograph/item
正題名/作者:
Virtual reality in education/ Information Resources Management Association, editor.
其他題名:
breakthroughs in research and practice /
出版者:
Hershey, Pennsylvania :IGI Global, : [2019],
面頁冊數:
1 online resource (2 v.)
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.
標題:
Virtual reality in education. -
電子資源:
http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/978-1-5225-8179-6
ISBN:
9781522581802 (e-book)
Virtual reality in education = breakthroughs in research and practice /
Virtual reality in education
breakthroughs in research and practice /[electronic resource] :Information Resources Management Association, editor. - Hershey, Pennsylvania :IGI Global,[2019] - 1 online resource (2 v.)
Includes bibliographical references and index.
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.
Restricted to subscribers or individual electronic text purchasers.
"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.
ISBN: 9781522581802 (e-book)Subjects--Topical Terms:
589736
Virtual reality in education.
LC Class. No.: LB1044.87 / .V585 2019e
Dewey Class. No.: 371.33/468
Virtual reality in education = breakthroughs in research and practice /
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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.
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