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Emerging Tools and Applications of Virtual Reality in Education

Book Description

Virtual reality is the next frontier of communication. As technology exponentially evolves, so do the ways in which humans interact and depend upon it. It only follows that to educate and stimulate the next generation of industry leaders, one must use the most innovative tools available. By coupling education with the most immersive technology available, teachers may inspire students in exciting new ways. Emerging Tools and Applications of Virtual Reality in Education explores the potential and practical uses of virtual reality in classrooms with a focus on pedagogical and instructional outcomes and strategies. This title features current experiments in the use of augmented reality in teaching and highlights the effects it had on students. The authors also illustrate the use of technology in teaching the humanities, as students well-rounded in the fields of technology and communication are covetable in the workforce. This book will inspire educators, administrators, librarians, students of education, and virtual reality software developers to push the limits of their craft.

Table of Contents

  1. Cover
  2. Title Page
  3. Copyright Page
  4. Book Series
    1. Mission
    2. Coverage
  5. Dedication
  6. Preface
    1. SECTION 1: UNDERSTANDING VIRTUAL REALITY
    2. SECTION 2: VIRTUAL REALITY ACROSS THE DISCIPLINES
    3. SECTION 3: NEXT GENERATION OF LEARNING – CATALYSTS & CONSIDERATIONS IN VIRTUAL REALITY
    4. REFERENCES
  7. Acknowledgment
  8. Section 1: Understanding Virtual Reality in Education
    1. Chapter 1: Virtual Reality and Education
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. HISTORY OF VIRTUAL REALITY USE IN EDUCATION
      5. VIRTUAL REALITY ACROSS THE DISCIPLINES
      6. VIRTUAL WORLDS
      7. FUTURE RESEARCH DIRECTIONS
      8. CONCLUSION
      9. REFERENCES
      10. KEY TERMS AND DEFINITIONS
    2. Chapter 2: Applied Areas of Three Dimensional Virtual Worlds in Learning and Teaching
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. RESEARCH METHOD
      5. RESULTS
      6. FUTURE DIRECTION FOR RESEACH
      7. CONCLUSION
      8. REFERENCES
      9. ADDITIONAL READING
      10. KEY TERMS AND DEFINITIONS
    3. Chapter 3: Faculty Perception of Virtual 3-D Learning Environment to Assess Student Learning
      1. ABSTRACT
      2. INTRODUCTION
      3. FACULTY PERCEPTIONS OF THE VIRTUAL LEARNING ENVIRONMENT
      4. CONCEPTS RELATED TO MEASUREMENT AND PERCEPTION OF OUTCOMES FROM VIRTUAL 3-D ENVIRONMENTS
      5. MEASUREMENT OF CONTENT QUALITY OF 3-D VIRTUAL LEARNING ENVIRONMENTS
      6. PRACTICAL THEORIES APPLICABLE TO THE VIRTUAL 3-D LEARNING ENVIRONMENT
      7. THE ASSESSMENT OF LEARNING OUTCOMES IN 3-D VIRTUAL LEARNING ENVIRONMENTS
      8. EFFECTIVE STRATEGIES TO ASSESS OUTCOMES IN 3-D VIRTUAL LEARNING ENVIRONMENTS
      9. FUTURE DIRECTIONS
      10. CONCLUSION
      11. REFERENCES
      12. KEY TERMS AND DEFINTIONS
    4. Chapter 4: Increasing Student Engagement through Virtual Worlds
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. USING SECOND LIFE: A PILOT PROJECT
      5. DISCUSSION AND RECOMMENDATIONS
      6. FUTURE RESEARCH DIRECTIONS
      7. CONCLUSION
      8. REFERENCES
      9. ADDITIONAL READING
      10. KEY TERMS AND DEFINITIONS
  9. Section 2: Virtual Reality Across Disciplines
    1. Chapter 5: Using Second Life® for Situated and Active Learning in Teacher Education
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. A CASE STUDY OF VR IMPLEMENTATION IN ONLINE COURSE DELIVERY
      5. SOLUTIONS AND RECOMMENDATIONS
      6. FUTURE RESEARCH DIRECTIONS
      7. REFERENCES
      8. KEY TERMS AND DEFINITIONS
    2. Chapter 6: Teaching Economics in World of Warcraft
      1. ABSTRACT
      2. INTRODUCTION
      3. EDUCATION IN VIRTUAL WORLDS
      4. WORLD OF WARCRAFT OVERVIEW AND FEATURES
      5. ECONOMICS IN WORLD OF WARCRAFT
      6. PRIMER TO INTEGRATING VIRTUAL WORLDS INTO COURSEWORK
      7. CONCLUSION
      8. REFERENCES
      9. ADDITIONAL READING
      10. KEY TERMS AND DEFINITIONS
      11. ENDNOTES
    3. Chapter 7: The Use of Virtual Worlds in Foreign Language Teaching and Learning
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. RESULTS
      5. DISCUSSION
      6. CONCLUSION
      7. REFERENCES
      8. ADDITIONAL READING
      9. KEY TERMS AND DEFINITIONS
      10. APPENDIX
    4. Chapter 8: Augmented Reality as an Emerging Application in Tourism Marketing Education
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. TOURISM MARKETING
      5. TOURISM MARKETING EDUCATION
      6. FUTURE DIRECTIONS
      7. CONCLUSION
      8. REFERENCES
      9. ADDITIONAL READING
      10. KEY TERMS AND DEFINITIONS
    5. Chapter 9: Seeing Numbers Differently
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. A CASE STUDY IN TEACHING MATHEMATICS USING VIRTUAL REALITY
      5. FUTURE DIRECTIONS
      6. CONCLUSION
      7. REFERENCES
      8. ADDITIONAL READING
      9. KEY TERMS AND DEFINITIONS
  10. Section 3: Next Generation of Learning: Catalysts and Considerations in Virtual Reality
    1. Chapter 10: Pedagogical Agents for Learning
      1. ABSTRACT
      2. INTRODUCTION
      3. THEORETICAL BACKGROUND
      4. IMPACT OF THEORY ON RESEARCH AND PRACTICE
      5. INFLUENCE OF PEDAGOGICAL AGENTS ON LEARNING OUTCOMES
      6. ROLES OF PEDAGOGICAL AGENTS
      7. USE OF PEDAGOGICAL AGENTS IN DIFFERENT DOMAINS
      8. THE FUTURE: PEDAGOGICAL AGENTS IN VIRTUAL REALITY ENVIRONMENTS
      9. CONCLUSION
      10. REFERENCES
      11. KEY TERMS AND DEFINITIONS
    2. Chapter 11: Augmented Reality
      1. ABSTRACT
      2. INTRODUCTION
      3. DEFINING AND DESCRIBING AUGMENTED REALITY
      4. AUGMENTED REALITY IN EDUCATION
      5. CONCLUSION
      6. REFERENCES
      7. KEY TERMS AND DEFINITIONS
    3. Chapter 12: Ethics in Virtual World Environments Research
      1. ABSTRACT
      2. INTRODUCTION
      3. BACKGROUND
      4. FUTURE RESEARCH DIRECTIONS
      5. CONCLUSION
      6. ACKNOWLEDGMENT
      7. REFERENCES
      8. KEY TERMS AND DEFINITIONS
    4. Chapter 13: Integrating Technological Innovations to Enhance the Teaching-Learning Process
      1. ABSTRACT
      2. AN INTRODUCTION TO VIRTUAL REALITY
      3. EDUCATORS USE OF VIRTUAL REALITY
      4. VIRTUALY REALITY: PAST, PRESENT, & FUTURE
      5. CONCLUSION
      6. REFERENCES
      7. ADDITIONAL READING
      8. KEY TERMS AND DEFINITIONS
  11. Compilation of References
  12. About the Contributors