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Creating immersive learning experiences through virtual reality (VR)
Record Type:
Language materials, printed : Monograph/item
Title/Author:
Creating immersive learning experiences through virtual reality (VR)/ Shaik Mazhar Hussain, Ahmed Nawaz Hakro, editors.
other author:
Hakro, Ahmed Nawaz.
Published:
Hershey, Pennsylvania :IGI Global, : 2025.,
Description:
1 online resource (510 p.)
Subject:
Educational technology. -
Online resource:
http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/979-8-3693-6407-9
ISBN:
9798369364093
Creating immersive learning experiences through virtual reality (VR)
Creating immersive learning experiences through virtual reality (VR)
[electronic resource] /Shaik Mazhar Hussain, Ahmed Nawaz Hakro, editors. - Hershey, Pennsylvania :IGI Global,2025. - 1 online resource (510 p.) - Advances in educational technologies and instructional design (AETID) book series. - Advances in educational technologies and instructional design (AETID) book series..
Includes bibliographical references and index.
Preface -- Acknowledgment -- Chapter 1. A Systematic Review of the Challenges and Limitations of VR in Education -- Chapter 2. Challenges, Ethical Considerations, and Future Trends in Integrating Technologies for Education -- Chapter 3. Clinical Simulation in Nursing Education: Immersive Educational Tech for Nurses and Midwives -- Chapter 4. Designing Effective VR Learning Environments: Immersive Strategies and Methods -- Chapter 5. Educational Virtual Reality (VR): Revolutionizing Future Academic Practices -- Chapter 6. Effective Learning Outcomes Through Virtual Reality -- Chapter 7. Enhancing Electronics Engineering Laboratory With Experimental Learning Using Virtual Reality -- Chapter 8. Evaluating the Long-Term Impact of VR in Education -- Chapter 9. Exploring VR and AI Adoption With Microsoft Copilot -- Chapter 10. Healthcare Applications of Augmented Reality (AR) and Virtual Reality (VR): Immersive Simulation in Medical-Clinical Education -- Chapter 11. Mapping Virtual Learning in Distance Education: Review and Research Agenda -- Chapter 12. Virtual Reality (VR)-Based Teaching Strategies for Kindergarten Classes -- Chapter 13. Virtual Reality in Engineering: Innovations and Applications -- Chapter 14. Virtual Reality in the Education System -- Chapter 15. VR Headset Selection via CODAS Based on Pythagorean Fuzzy Set -- Chapter 16. Improving Academic Specialization Choice in Higher Education in Oman Using Virtual Reality (VR) Experiential Learning -- Compilation of References -- About the Contributors -- Index.
"In the evolving educational environment, the search for engaging and effective learning experiences has led to the research and implementation of the latest technologies. Among them, virtual reality (VR) stands out as a transformative tool that promises to redefine the transmission and absorption of information. Bringing VR to education is not just a technical innovation, but a pedagogical revolution. It represents a shift from passive learning to active learning, where students are not only observers but participants in their educational journey. Creating Immersive Learning Experiences Through Virtual Reality (VR) provides a comprehensive and up-to-date overview of the application of VR technologies in education, highlighting the gaps in current literature, future research goals, and facilitating interdisciplinary collaboration among technologists, educators, and policymakers to better address the complex challenges of the effective adoption of these technologies. This book provides case studies, evidence-based knowledge and practical guidance regarding ethical concerns, theoretical foundations, practical applications, and pedagogical strategies."--
Mode of access: World Wide Web.
ISBN: 9798369364093Subjects--Topical Terms:
556755
Educational technology.
Subjects--Index Terms:
Adoption.Index Terms--Genre/Form:
554714
Electronic books.
LC Class. No.: LB1044.87 / .C74 2024eb
Dewey Class. No.: 371.3344678
Creating immersive learning experiences through virtual reality (VR)
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Shaik Mazhar Hussain, Ahmed Nawaz Hakro, editors.
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IGI Global,
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1 online resource (510 p.)
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Advances in educational technologies and instructional design (AETID) book series
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Preface -- Acknowledgment -- Chapter 1. A Systematic Review of the Challenges and Limitations of VR in Education -- Chapter 2. Challenges, Ethical Considerations, and Future Trends in Integrating Technologies for Education -- Chapter 3. Clinical Simulation in Nursing Education: Immersive Educational Tech for Nurses and Midwives -- Chapter 4. Designing Effective VR Learning Environments: Immersive Strategies and Methods -- Chapter 5. Educational Virtual Reality (VR): Revolutionizing Future Academic Practices -- Chapter 6. Effective Learning Outcomes Through Virtual Reality -- Chapter 7. Enhancing Electronics Engineering Laboratory With Experimental Learning Using Virtual Reality -- Chapter 8. Evaluating the Long-Term Impact of VR in Education -- Chapter 9. Exploring VR and AI Adoption With Microsoft Copilot -- Chapter 10. Healthcare Applications of Augmented Reality (AR) and Virtual Reality (VR): Immersive Simulation in Medical-Clinical Education -- Chapter 11. Mapping Virtual Learning in Distance Education: Review and Research Agenda -- Chapter 12. Virtual Reality (VR)-Based Teaching Strategies for Kindergarten Classes -- Chapter 13. Virtual Reality in Engineering: Innovations and Applications -- Chapter 14. Virtual Reality in the Education System -- Chapter 15. VR Headset Selection via CODAS Based on Pythagorean Fuzzy Set -- Chapter 16. Improving Academic Specialization Choice in Higher Education in Oman Using Virtual Reality (VR) Experiential Learning -- Compilation of References -- About the Contributors -- Index.
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"In the evolving educational environment, the search for engaging and effective learning experiences has led to the research and implementation of the latest technologies. Among them, virtual reality (VR) stands out as a transformative tool that promises to redefine the transmission and absorption of information. Bringing VR to education is not just a technical innovation, but a pedagogical revolution. It represents a shift from passive learning to active learning, where students are not only observers but participants in their educational journey. Creating Immersive Learning Experiences Through Virtual Reality (VR) provides a comprehensive and up-to-date overview of the application of VR technologies in education, highlighting the gaps in current literature, future research goals, and facilitating interdisciplinary collaboration among technologists, educators, and policymakers to better address the complex challenges of the effective adoption of these technologies. This book provides case studies, evidence-based knowledge and practical guidance regarding ethical concerns, theoretical foundations, practical applications, and pedagogical strategies."--
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Cultural and Historical Preservation.
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Learning Experiences.
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http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/979-8-3693-6407-9
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