Best Vr For Education

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  best vr for education: Transforming Education with Virtual Reality Reena Malik, Ambuj Sharma, Prashant Chaudhary, 2024-03-06 TRANSFORMING EDUCATION WITH VIRTUAL REALITY The book provides an in-depth and comprehensive knowledge reviewof the use of virtual reality in the education industry and businesses. Virtual reality (VR) technology has thoroughly transformed education by providing engaging and immersive ways for students to experience their education and by offering visual learning, creative development, etc., to enhance their studies. Moreover, with increasing accessibility, both students and educators can utilize it for effective teaching and learning. By embracing this VR-related technology, teachers can transform traditional classrooms into lively ones. Businesses can also leverage VR for skilling, up-skilling, and re-skilling. This book is divided into two parts. Part I discusses the opportunities, challenges, and application of VR technology, and Part II focuses on reimagining education with the metaverse. Readers will find in this book: a description of the relationship between virtual reality and student behavior; a review of VR-enabled tools and techniques for an immersive environment; a discussion on VR in the context of vocational education by developing a conceptual framework and roadmap for its adoption; an overview of the advantages, disadvantages, and mechanisms of VR through a detailed analysis showing a comparison of the strong and weak points of the technologies being used in education; a look at the future of learning in the context of VR; a description of the relevance of VR in emerging economies with the help of bibliometric analysis and discusses its future potential; a review of Metaverse as a new education avatar showcasing diverse educational experiences and how to reimagine teaching; an explanation of the relevance of emerging digital technologies in upskilling employees in fashion retail to impart an immersive experience for customers; a proposed framework for mapping the use of VR for students with autistic spectrum disorder (ASD). Audience The book is designed for information technologists, educational researchers, teachers, policymakers, government officials, and business managers.
  best vr for education: Virtual Reality in Higher Education Darrel W. Staat, 2021-08-11 Virtual Reality in Higher Education: Instruction for the Digital Age brings to the foreground how Virtual Reality, using headsets in educational and training programs, is already beginning to be used in higher education. The book is the result of research to determine where and how virtual reality is being used in higher education, recruitment, and athletics. The book cites specific examples and methods used in teaching, training, and recruitment that would be of interest to faculty and administrators in community colleges and universities. The book is written to help faculty to understand the potential of VR for education, administrators to see possibilities for student recruitment, and athletic directors and sports program coaches to determine the advantage of new avenues for successful training. It is critical that faculty and administrators investigate the potential of VR for teaching, learning, recruitment, and athletics. This technology provides an immersive method that could create serious changes in how faculty teach, students learn, institutions recruit, and athletic programs train.
  best vr for education: Creating Immersive Learning Experiences Through Virtual Reality (VR) Mazhar Hussain, Shaik, Nawaz Hakro, Ahmed, 2024-09-16 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.
  best vr for education: Current and Prospective Applications of Virtual Reality in Higher Education Choi, Dong Hwa, Dailey-Hebert, Amber, Estes, Judi Simmons, 2020-07-31 For the last decade, virtual reality has been utilized in diverse fields such as entertainment, medicine, and industry. Recently, virtual reality has been applied in educational settings in order to transform student learning and experiences through such methods as building prototypes using digital devices or exploring new cultures through immersive interactions. Teachers who can incorporate virtual reality into their classrooms can provide their students with more meaningful learning experiences and can witness higher engagement. Current and Prospective Applications of Virtual Reality in Higher Education is a cutting-edge academic research book that provides comprehensive research on the integration of virtual reality in education programs and establishes foundations for course design, program development, and institutional strategic planning. The book covers an overall understanding and approach to virtual reality in education, specific applications of using virtual reality in higher education, and prospects and issues of virtual reality in the future. Highlighting a wide range of topics such as gamification, teacher training, and virtual reality, this book is ideal for teachers, instructional designers, curriculum developers, academicians, program developers, administrators, educational software developers, policymakers, researchers, education professionals, and students.
  best vr for education: Sources for a Better Education Piet Kommers, 2022-02-22 This textbook evolves from the intersection between ‘Research’, ‘Educational Information Technologies’ and recent ‘Best Practices’. It offers diplomacy and erudite rhetoric in order to harvest from innovation projects and see how new professional needs for teachers are emerging day by day. The volume launches the compact background for the 21st century education that every teacher faces after being in charge for 3 or 6 years after pre-service training. ‘Sources for a better education’ refers to the deep understanding and to the incentives for encouraging teachers to leave the comfort zone and experiment the next steps into a further sophisticated professionalism, without the threat of feeling in a ‘Dilemma’. The first candidate for extending one’s teaching effectiveness is to tailor one’s teaching to the test to be expected. ‘Teaching to the Test’ is an understandable tactic, however it endangers the students’ full understanding of underlying concepts and analogies. The second candidate for professionalism is the deeper layer of knowledge on how curricular domains are related. In simpler terms: better teachers know how to ‘bridge’ topics and subjects so that students develop a deeper understanding on the patterns and structure in knowledge. The 21st century education prioritizes higher degrees of flexible-, divergent and abstract thinking, so that creative problem solving comes into reach. ICT tools for making prior knowledge explicit is a major example on how learners harvest upon prior knowledge, thinking and intuition. The third source for a better education is the courage to envisage one’s meta knowledge in order to see patterns in learning and understanding. The more conscious prior knowledge gets decompiled into genetic metaphors; the better future learning can be anticipated. The fourth asset for meta-cognitive skills is the wide spectrum of tools that the web offers for building knowledge infra-structures so that knowledge becomes transformed into problem solving skills; the availability of knowledge is no longer sufficient for finding creative and authentic solutions in future situations. This is the case for both students and teachers. By tradition, the bottom-up strategy from reproductive factual learning up to the levels of problem solving and creative thinking has been favoured. The ‘one-click away’ access to information on the web asks a more strategic attitude from learners and practitioners to cope with the periphery between known and unknown, so that a more effective meta-cognition develops. The fifth stimulus for more effective learning is the expanding impact of social media. Social media tend to intimidate learners with incomplete understanding to jump on biases as delivered through political and conspiracy agendas. This books aims at the challenge to build upon learners’ existential needs and developing interest for a longer-term learning perspective. “Renaissance man and philosopher Piet Kommers presents us with an interesting question: What makes education exciting? His book covers a range of lessons learnt through research and practice, covering philosophies and paradoxes, ranging from learning to learn to machine learning for learning. In 35 chapters he takes us on an exciting, comprehensive journey of just about every conceivable aspect of technology and education. This is a must-have for every 21st Century bookshelf!” By: Johannes Cronjé, professor of Digital Teaching and Learning in the Department of Information Technology at the Cape Peninsula University of Technology, South Africa. “Piet Kommers has in 400 pages provided an overview of teaching based on practical experience. It is not a summary of pedagogic models, but a guide to important factors in how to motivate students and thus improve their learning. New technologies changes teaching, and we need to understand how application of such technologies can improve the learning. This book provides such knowledge and I wish I had it when I started teaching at university many years ago.” By: Jan Frick, Professor Business School, University of Stavanger, Norway. Piet Kommers delivers a very thorough book with a holistic perspective on Learning Technologies. This book is a result of many years of experience that the author has in Higher Education. It comprises lessons learned from the author ́s professional career, including inputs from European Union research projects, as well as diversified interactions with a wide range of Peoples and Cultures. The result is a unique perspective that is a must-read for anyone interested in Learning Technologies, past, present, and future! By: Pedro Isaias, associate professor at the Information Systems & Technology Management School of The University of New South Wales (UNSW – Sydney), Australia. “Distinguished Professor and Thinker Dr. Piet Kommers presents the academic community with a new horizon on education that reflects the current and future technology trends in the e-Learning and Fast Internet ubiquity. The Book discusses the current and most recent advances in research and application of most effective learning methods in conjunction with the future directions in machine learning in support of learning. The Book's 35 chapters present cutting-edge technologies and state-of-the-art learning methods in support of best educational practices and the student's best learning experience. The Book is most valuable asset to educator's community pursuing the mission of excellence in the Third Millennium!” By: Eduard Babulak, Professor, Computational Sciences, Liberty University, Lynchburg, USA. Well-known scientist, (e-)learning expert and philosopher Piet Kommers presents us with an interesting question: What makes education exciting? His book covers a range of lessons learnt through research and practice, covering philosophies and paradoxes, ranging from ‘learning to learn’ to ‘machine learning for learning’. In 35 chapters he takes us on an exciting, comprehensive journey of just about every conceivable aspect of technology and education. This is an interesting and useful publication for all educators as well as learners and must-have for every 21st Century bookshelf! By: Eugenia Smyrnova-Trybulska, Dr. hab., associate professor, Institute of Pedagogy, Faculty of Art and Sciences of Education, University of Silesia in Katowice, Poland. “The book presents a mosaic of assets reflecting the vast international experience in research and realization of learning technologies of the author, honourable professor of the UNESCO Chair in New information technologies in education for all, Piet Kommers. Describing various aspects of learning strategies, approaches, techniques and technologies in a concise way, he engages the readers into the mental construction of a big picture and makes them reconsider routine processes of teaching and learning. Exciting and thought-provoking reading for educators, researchers, and devoted learners.” By: professor Volodymyr Gritsenko, Director of the International Research and Training Centre for Information Technologies and Systems, National Academy of Sciences and Ministry of Education and Science of Ukraine, Head of the UNESCO Chair.
  best vr for education: Emerging Tools and Applications of Virtual Reality in Education Choi, Dong Hwa, 2016-01-18 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.
  best vr for education: Designing, Deploying, and Evaluating Virtual and Augmented Reality in Education Akcayir, Gokce, Demmans Epp, Carrie, 2020-10-23 Augmented reality (AR) and virtual reality (VR) provide flexibility in education and have become widely used for the promotion of multimedia learning. This use coincides with mobile devices becoming prevalent, VR devices becoming more affordable, and the creation of user-friendly software that allows the development of AR/VR applications by non-experts. However, because the integration of AR and VR into education is a fairly new practice that is only in its initial stage, these processes and outcomes need to be improved. Designing, Deploying, and Evaluating Virtual and Augmented Reality in Education is an essential research book that presents current practices and procedures from different technology-implementation stages (design, deployment, and evaluation) to help educators use AR/VR applications in their own teaching practices. The book provides comprehensive information on AR and VR applications in different educational settings from various perspectives including but not limited to mobile learning, formal/informal learning, and integration strategies with practical and/or theoretical implications. Barriers and challenges to their implementation that are currently faced by educators are also addressed. This book is ideal for academicians, instructors, curriculum designers, policymakers, instructional designers, researchers, education professionals, practitioners, and students.
  best vr for education: Virtual and Augmented Reality in Education, Art, and Museums Guazzaroni, Giuliana, Pillai, Anitha S., 2019-11-22 Due to the growing prevalence of artificial intelligence technologies, schools, museums, and art galleries will need to change traditional ways of working and conventional thought processes to fully embrace their potential. Integrating virtual and augmented reality technologies and wearable devices into these fields can promote higher engagement in an increasingly digital world. Virtual and Augmented Reality in Education, Art, and Museums is an essential research book that explores the strategic role and use of virtual and augmented reality in shaping visitor experiences at art galleries and museums and their ability to enhance education. Highlighting a range of topics such as online learning, digital heritage, and gaming, this book is ideal for museum directors, tour developers, educational software designers, 3D artists, designers, curators, preservationists, conservationists, education coordinators, academicians, researchers, and students.
  best vr for education: Virtual and Augmented Reality in English Language Arts Education Clarice M. Moran, Mary F. Rice, 2021-03-04 New times. Expanded worlds. Emerging possibilities. In Using Virtual Reality in English Language Arts Education, authors from multiple institutions across the United States and abroad share practical insights for teaching English language arts with virtual and augmented realities. These chapters draw on multiple theories and ideas to share perspectives from practicing and prospective teachers, as well as young learners themselves, about how to use applications and tools to transform teaching and learning. Collectively, this book advances innovation for using virtual and augmented realities as educational, inclusive spaces for teaching English language arts and literacy subject matter while supporting learners in developing the mindset for creativity, innovation, and even emotional empathy.
  best vr for education: Smart Education Best Practices in Chinese Schools Haijun Zeng, Jiahao Liu, Di Wu, Lijie Yue, 2023-11-17 This book presents 28 practical case studies in detail and 49 case studies in brief. The collection of these case studies focuses on one or more aspects of exploration and practice on the following topics: smart campus and smart classroom, resource construction and sharing, new teaching mode, comprehensive quality evaluation of students, teacher professional development, application of teaching platform and tool, innovative application of online learning space, collaborative education, and school management and services. The selection and evaluation criteria of the case studies on school practice mainly include concept and implementation, effectiveness and characteristics, innovation and demonstration, and expression and structure. This book helps readers gain a rich understanding of the diverse innovative implementation of smart education in Chinese schools and inspires smart education development in schools in other countries.
  best vr for education: Innovative Technology-based Solutions for Primary, Secondary and Tertiary STEM Education Cristina Hava Muntean, Diana Bogusevschi, Gabriel-Miro Muntean , 2019-09-23 This book presents innovative technology-enhanced learning solutions for STEM education proposed by the EU Horizon 2020-funded NEWTON project by first highlighting the benefits and limitations of existing research work, e- learning systems and case studies that embedded technology in the teaching and learning process. NEWTON’s proposed innovative technologies and pedagogies include adaptive multimedia and multiple sensorial media, virtual reality, fabrication and virtual labs, gamification, personalisation, game-based learning and self-directed learning pedagogies. The main objectives are to encourage STEM education among younger generations and to attract students to STEM subjects, making these subjects more appealing and interesting. Real life deployment of NEWTON technologies and developed educational materials in over 20 European educational institutions at primary, secondary and tertiary levels demonstrated statistical significant increases in terms of learner satisfaction, learner motivation and knowledge acquisition.
  best vr for education: New Perspectives on Virtual and Augmented Reality Linda Daniela, 2020-05-31 New Perspectives on Virtual and Augmented Reality discusses the possibilities of using virtual and augmented reality in the role of innovative pedagogy, where there is an urgent need to find ways to teach and support learning in a transformed learning environment. Technology creates opportunities to learn differently and presents challenges for education. Virtual reality solutions can be exciting, create interest in learning, make learning more accessible and make learning faster. This book analyses the capabilities of virtual, augmented and mixed reality by providing ideas on how to make learning more effective, how existing VR/AR solutions can be used as learning tools and how a learning process can be structured. The virtual reality (VR) solutions can be used successfully for educational purposes as their use can contribute to the construction of knowledge and the development of metacognitive processes. They also contribute to inclusive education by providing access to knowledge that would not otherwise be available. This book will be of great interest to academics, researchers and post-graduate students in the field of educational technology.
  best vr for education: Immersive Education Paula MacDowell, Jennifer Lock, 2023-01-02 This book focuses on designing and being a designer of immersive education. It introduces readers to the human experiences within immersive learning environments and contributes research evidence on the effectiveness of immersive technologies in K-12 and post-secondary contexts. Through the chapters, illustrative contextual examples and vignettes demonstrate immersive learning in real-world educational practice. Readers will be equipped to design engaging and culturally relevant immersive experiences for learning in a post-COVID world. Immersive Education: Designing for Learning brings researchers, designers, and educators together to offer pedagogical strategies and design guidelines. The originality lies in integrating theoretical and practical knowledge to design meaningful immersive experiences, with attention to sustainability, community, and creativity. Valuable insights are provided to support students and teachers as immersive learning designers and storytellers.
  best vr for education: The Value of Employment for People with Disabilities Around the World Renáta Tichá, Brian Abery, Jan Šiška, 2024-07-03 Receiving education and training that lead to a meaningful job, having a career, and being a valued contributor to a professional environment is taken for granted by many. Historically, however, people with disabilities have had limited opportunities to engage in employment due to discrimination, ableism, and low expectations despite the fact that employment is a basic human and civil right. This book is intended to build awareness and inspire action on the part of chief executive officers, human resource managers, and supervisory personnel to facilitate employment opportunities for people with disabilities. It will be of interest to policy makers and other professionals who support people with disabilities as part of their responsibilities in labor and social service ministries, vocational rehabilitation service providers, and employment service providers. The book is written by authors with backgrounds in a variety of disciplines related to the employment of people with disabilities across North America, Europe, Asia, Africa, and Australia.
  best vr for education: Augmented and Virtual Reality in the Metaverse Vladimir Geroimenko,
  best vr for education: VR/AR technologies in education , Our many years of experience in creating innovative VR solutions dedicated to education are reflected in the latest e-book VR/AR technologies in education. In this guide, we share our observations and tips on how to use virtual reality to improve the teaching process. You will find there not only information about the differences between immersive technologies, but also tips on choosing the best tools for working with students. You will also learn what to pay attention to when choosing VR equipment and how to properly care for it to ensure its long-term and effective use. This compendium is an essential tool for anyone interested in using VR/AR in education, helping them realize the full potential of these fascinating technologies.
  best vr for education: The Sage Handbook of Online Higher Education Safary Wa-Mbaleka, Kelvin Thompson, Leni Casimiro, 2023-11-01 The SAGE Handbook of Online Higher Education presents a cutting-edge collection of 50 essays that explores the rapidly evolving landscape of online teaching and learning in higher education. Assembled and contributed by a team of leading experts, the Handbook adopts a uniquely holistic approach to examining the needs of online education. Chapters bring together voices from diverse and international backgrounds to provide insights applicable to a broad range of contexts, and present practical strategies for planning, delivering quality online higher education. The handbook covers a wide range of topics, including online pedagogy, instructional design, student engagement, technological innovation, assessment, leadership, and the developing role of online education in the context of broader societal and cultural shifts. The SAGE Handbook of Online Higher Education is an essential resource for educators, researchers, policymakers, and practitioners who seek to understand and shape the future of higher education in the digital age. Section 1: Fundamentals of Online Education Section 2: Online Education Around the World Section 3: Online Instructional Design Section 4: Online Instructional Delivery Section 5: Instructional Technology for Online Education Section 6: Online Education Administration and Management Section 7: Student Support Services
  best vr for education: Innovative Technologies and Learning Tien-Chi Huang, Ting-Ting Wu, João Barroso, Frode Eika Sandnes, Paulo Martins, Yueh-Min Huang, 2020-11-20 This book constitutes the refereed proceedings of the Second International Conference on Innovative Technologies and Learning, ICITL 2020, held in Porto, Portugal, in November 2020. The 65 full papers presented together with 2 short papers were carefully reviewed and selected from 127 submissions. The papers are organized in the following topical sections: Augmented and Virtual Reality in Education; Educational Data Mining and Learning Analytics; Emerging Issues and Trends in Education; Innovative Learning in Education; Online Course and Web-Based Environment; Technology-Enhanced Learning; Application and Design of Innovative Learning Software; and Science, Technology, Engineering, Arts and Design, and Mathematics. Due to the Corona pandemic this event was held virtually.
  best vr for education: Digital Holocaust Memory, Education and Research Victoria Grace Walden, 2021-12-03 This book explores the diverse range of practical and theoretical challenges and possibilities that digital technologies and platforms pose for Holocaust memory, education and research. From social media to virtual reality, 360-degree imaging to machine learning, there can be no doubt that digital media penetrate practice in these fields. As the Holocaust moves beyond living memory towards solely mediated memory, it is imperative that we pay critical attention to the way digital technologies are shaping public memory and education and research. Bringing together the voices of heritage and educational professionals, and academics from the arts and humanities and the social sciences, this interdisciplinary collection explores the practicalities of creating digital Holocaust projects, the educational value of such initiatives, and considers the extent to which digital technologies change the way we remember, learn about and research the Holocaust, thinking through issues such as ethics, embodiment, agency, community, and immersion. At its core, this volume interrogates the extent to which digital interventions in these fields mark an epochal shift in Holocaust memory, education and research, or whether they continue to be shaped by long-standing debates and guidelines developed in the broadcast era.
  best vr for education: Augmented Reality, Virtual Reality, and Computer Graphics Lucio Tommaso De Paolis, Pasquale Arpaia, Patrick Bourdot, 2021-09-15 This book constitutes the refereed proceedings of the 8th International Conference on Augmented Reality, Virtual Reality, and Computer Graphics, AVR 2021, held in Italy, in September 2021. Due to COVID-19 pandemic the conference was held virtually. The 38 full and 14 short papers were carefully reviewed and selected from 69 submissions. The papers discuss key issues, approaches, ideas, open problems, innovative applications and trends in virtual reality, augmented reality, mixed reality, applications in cultural heritage, in medicine, in education, and in industry.
  best vr for education: School Children and the Challenge of Managing AI Technologies Emanuela Guarcello, Abele Longo, 2024-06-14 This edited volume recognises the need to cultivate a critical and acute understanding of AI technologies amongst primary and elementary school children, enabling them to meet the challenge of a human- and ethically oriented management of AI technologies. Focusing on school settings from both the national and international level to form comparative case studies, chapters present a robust conceptual and foundational framework within a global context as the idea of AI and our relationship to it advances apace. The book uses research garnered from interviews and observational data, qualitative and quantitative research, and theoretical findings gathered from single schools or institutions across the world. Providing an innovative perspective in promoting the importance of a critical, creative and ethical orientation based on aesthetic experiences, the book focuses on development in areas like visual arts, literature, environmental education, robotics, photography and screen education, movement and play. Ultimately, the book responds to an urgent and time-sensitive call to provide guidance on AI to primary education researchers and will be of interest to academics, scholars and researchers in the fields of primary and elementary education, technology in education, children's rights education, and moral and values education more broadly.
  best vr for education: Applied Assistive Technologies and Informatics for Students with Disabilities Rajesh Kaluri,
  best vr for education: Computer Supported Education H. Chad Lane, Susan Zvacek, James Uhomoibhi, 2021-10-08 This book constitutes selected, revised and extended papers from the 12th International Conference on Computer Supported Education, CSEDU 2020, held as a virtual event in May 2020. The 25 revised full papers were carefully reviewed and selected from 190 submissions. The presented papers contribute to the understanding of relevant trends of current research on Computer Supported Education, including learning analytics, intelligent tutoring systems, virtual and augmented reality, MOOCs, and automated assessment systems.
  best vr for education: EdTech Revolution: Transforming Education through Technology Amit Sharma, 2024-02-09 EdTech, is a transformative approach to education that offers an immersive and interactive learning experience. It allows students to access high-quality educational content from anywhere, at any time, and connect with expert teachers. It also empowers teachers by guiding students through personalised learning journeys tailored to their unique needs and interests. Colleges and universities are also embracing its transformative power by offering online courses and virtual classrooms, reaching a global audience. However, EdTech faces challenges, such as the digital divide, which needs to be bridged to ensure no one is left behind. Additionally, concerns about content quality and digital literacy must be addressed. Students must be equipped with critical thinking skills to navigate the vast ocean of knowledge and be active participants in the digital world. It is a revolution in the making, reshaping education, breaking boundaries, and democratising knowledge. As we embark on this journey, we will witness education in the 21st century unfold before our very eyes, embracing the era of EdTech and embracing the power of technology and education to create a brighter future for all.
  best vr for education: NEW TRENDS OF TEACHING, LEARNING AND TECHNOLOGY | VOLUME 1 Dr. Monoranjan Bhowmik, Dr. Jayashri Roy, Dr. Kishwar Badakhshan, Dr. Ranita Banerjee, Dr. Sutapa Biswas, Dr. Rudreswar Mishra, Sri. Prabir Maity, 2024-08-31
  best vr for education: Education on Digital Cultural and Social Media Dr. S. Saileela and Dr. S. Kalaivani, 2019-11-27 In the globalization era, social media become more popular in everyone's daily life with its user friendly and effective functions. Social media support the people across the world in communicating, meeting new people, making socialization, sharing knowledge, learning different experiences and interacting with each other instead of distance and separation between persons. Moreover, social media can encourage the increasing of intercultural adaptation level of people who are facing different cultural experiences in new communities. The study shows that people use social media to become more adaptable with the new cultures of the host countries and to preserve their connections with home countries.
  best vr for education: Tech For Good Marga Hoek, 2023-11-29 Tech For Good reveals how Fourth Industrial Revolution technologies will help solve the world’s greatest challenges like climate change, biodiversity loss, inequality, and poverty. Tech For Good presents a unique perspective on how business can successfully apply advanced technologies in a purpose-driven manner while unlocking new markets and seizing business opportunities. Packed with 75 real-life business cases of companies from all over the world, this inspiring book unfolds a compelling narrative about how businesses commercially synergize technology and sustainability. The purpose of this book is to imagine the unprecedented possibilities advanced technologies offer business to drive sustainable growth. Tech for Good will be vital for realizing our Global Goals.
  best vr for education: Biomedical Visualisation Dongmei Cui, Edgar R. Meyer, Paul M. Rea, 2023-10-04 Curricula in the health sciences have undergone significant change and reform in recent years. The time allocated to anatomical education in medical, osteopathic medical, and other health professional programs has largely decreased. As a result, educators are seeking effective teaching tools and useful technology in their classroom learning. This edited book explores advances in anatomical sciences education, such as teaching methods, integration of systems-based components, course design and implementation, assessments, effective learning strategies in and outside the learning environment, and novel approaches to active learning in and outside the laboratory and classroom. Many of these advances involve computer-based technologies. These technologies include virtual reality, augmented reality, mixed reality, digital dissection tables, digital anatomy apps, three-dimensional (3D) printed models, imaging and 3D reconstruction, virtual microscopy, online teaching platforms, table computers and video recording devices, software programs, and other innovations. Any of these devices and modalities can be used to develop large-class practical guides, small-group tutorials, peer teaching and assessment sessions, and various products and pathways for guided and self-directed learning. The reader will be able to explore useful information pertaining to a variety of topics incorporating these advances in anatomical sciences education. The book will begin with the exploration of a novel approach to teaching dissection-based anatomy in the context of organ systems and functional compartments, and it will continue with topics ranging from teaching methods and instructional strategies to developing content and guides for selecting effective visualization technologies, especially in lieu of the recent and residual effects of the COVID-19 pandemic. Overall, the book covers several anatomical disciplines, including microscopic anatomy/histology, developmental anatomy/embryology, gross anatomy, neuroanatomy, radiological imaging, and integrations of clinical correlations.
  best vr for education: Virtual, Augmented and Mixed Reality Jessie Y. C. Chen,
  best vr for education: Mobile Devices and Technology in Higher Education Jeffrey H. Kuznekoff, Stevie M. Munz, Scott Titsworth, 2019-09-04 This book examines key issues at the intersection of education and technology by addressing the question that most educators face—how do we use technology to engage students in the learning process and enhance learning? Problematizing the view that technology is the default solution to a host of problems facing education, while also recognizing that technology has an important place in a variety of education levels, the book provides readers with clear insights on technology and learning from a variety of perspectives from communication studies, education, and related disciplines. This volume is an essential read for scholars and teachers working in the area of elementary education. It will also be of interest to academics working in the area of education, postsecondary education, and learning and can be used as an ancillary text in graduate-level seminars.
  best vr for education: The Metaverse David Burden, Maggi Savin-Baden, 2024-09-24 The Metaverse: A Critical Introduction provides a clear, concise, and well-grounded introduction to the concept of the Metaverse, its history, the technology, the opportunities, the challenges, and how it is having an impact on almost every facet of society. The book serves as a stand-alone introduction to the Metaverse and as an introduction to the range of topics that will be covered by the specialist volumes in The Metaverse Series. Key Features: a concise history of the Metaverse idea and related implementations to date; an examination of what the Metaverse actually is; an introduction to the fundamental technologies used in the Metaverse; an overview of how the different uses and aspects of the Metaverse are having an impact on our lives across multiple disciplines and social contexts; a consideration of the opportunities and challenges of the evolving Metaverse; and a sense of how the Metaverse may mature over the coming decades. This book is a primer and Metaverse reader, drawing on academic research and practical and commercial experiences and taking inspiration from the science fiction origins and treatments of the Metaverse. The book explores the use of the increasing number of virtual worlds and proto-Metaverses which have existed since the late 1990s and includes a critical consideration of recent developments in cryptoworlds and mixed reality. The aim is to provide professional and lay readers, researchers, academics, and students with an indispensable guide to what counts as a metaverse, the opportunities and challenges, and how the future of the coming Metaverse can best be guided.
  best vr for education: Microsoft Certified: Azure Virtual Desktop Specialty (AZ-140) , Welcome to the forefront of knowledge with Cybellium, your trusted partner in mastering the cutting-edge fields of IT, Artificial Intelligence, Cyber Security, Business, Economics and Science. Designed for professionals, students, and enthusiasts alike, our comprehensive books empower you to stay ahead in a rapidly evolving digital world. * Expert Insights: Our books provide deep, actionable insights that bridge the gap between theory and practical application. * Up-to-Date Content: Stay current with the latest advancements, trends, and best practices in IT, Al, Cybersecurity, Business, Economics and Science. Each guide is regularly updated to reflect the newest developments and challenges. * Comprehensive Coverage: Whether you're a beginner or an advanced learner, Cybellium books cover a wide range of topics, from foundational principles to specialized knowledge, tailored to your level of expertise. Become part of a global network of learners and professionals who trust Cybellium to guide their educational journey. www.cybellium.com
  best vr for education: Transformative Digital Technology for Disruptive Teaching and Learning P Kaliraj, G Singaravelu, T Devi, 2024-02-16 Generation Z students are avid gamers and are always on social media. Smart like their phones, they must be educated in a smart manner, which involves the use of digital tools. Transformative Digital Technology for Disruptive Teaching and Learning provides smart education solutions and details ways in which Gen Z learners can be educated. It covers such digital learning strategies as blended learning, flipped learning, mobile learning, and gamification. It examines creative teaching–learning strategies to encourage modern learners to learn more quickly. The book discusses ways to accelerate the capabilities of teaching and learning transactions. It also covers innovative teaching and learning processes to meet the challenges of digital learners. Starting with an overview of digital learning resources and processes as well as their advantages and disadvantages, the book then discusses such approaches and strategies as follows: Learner-oriented and learner-friendly approaches Blended learning Active learning Experiential learning Virtual learning Applications of Cloud Computing and Artificial Intelligence Gamification LMS challenges and techno-pedagogical issues for modern life As digital technology is disrupting teaching and learning, especially the skill development of students in the era of Industry 4.0 and 5.0, this is a timely book. It provides methods, approaches, strategies, and techniques for innovative learning and teaching. It discusses how to leverage new technology to enhance educators’ and learners’ abilities and performance. A comprehensive reference guide for educational researchers and technology developers, the book also helps educators embrace the digital transformation of teaching and learning.
  best vr for education: Student-Centered Virtual Learning Environments in Higher Education Boboc, Marius, Koç, Selma, 2018-10-19 Online and virtual education is continually integrated in university classrooms. While online learning provides a more cost-effective alternative for students, educators must also analyze the psychology of online learners and identify ways to support their growth and development in their respective instructional settings. Student-Centered Virtual Learning Environments in Higher Education is a collection of innovative research that focuses on connecting contextual analyses of student-focused online instruction with quality assurance principles to improve higher education. Highlighting a range of topics including instructional design, professional development, and student engagement, this book is ideally designed for educators, software developers, instructional designers, educational administration, academicians, and students seeking current research on emerging principles and practices related to designing, implementing, and evaluating virtual teaching and learning.
  best vr for education: Research Anthology on Virtual Environments and Building the Metaverse Management Association, Information Resources, 2022-12-19 With the advent of virtual environments and communities, the metaverse has been rapidly expanding in recent years as businesses and industries have begun to see the value and opportunities this technology provides. In order to ensure this technology is utilized to its full potential, further study on the best practices, challenges, and future directions is required. The Research Anthology on Virtual Environments and Building the Metaverse considers the latest research regarding the metaverse and discusses potential issues and benefits of the technology. The book also examines strategies and tactics businesses and companies can use when implementing the metaverse into their operations. Covering key topics such as immersion, augmented reality, and virtual worlds, this major reference work is ideal for computer scientists, business owners, managers, industry professionals, researchers, scholars, academicians, practitioners, instructors, and students.
  best vr for education: The Impact of Virtual and Augmented Reality on Individuals and Society Mel Slater, Maria V. Sanchez-Vives, Albert Rizzo, Massimo Bergamasco, 2019-10-24
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  best vr for education: Handbook of Research on Implementing Digital Reality and Interactive Technologies to Achieve Society 5.0 Ugliotti, Francesca Maria, Osello, Anna, 2022-06-30 Research on digital reality has been extensive in recent years, covering a wide range of topics and leading to new ways to approach and deal with complex situations. Within the Society 5.0 paradigm, people and machines establish a positive relationship to find solutions for social aspects and problems. This perspective establishes a strong interconnection between physical and virtual space, making the user an active player for better life and society. In these terms, digital systems and virtual and augmented reality technologies enable multi-dimensional scenarios and additional levels of interdisciplinary collaboration to create a highly inclusive communication network and social framework. The Handbook of Research on Implementing Digital Reality and Interactive Technologies to Achieve Society 5.0 provides an overview of methods, processes, and tools adopted to achieve super-smart society needs by exploiting digital reality and interactive technologies. It includes case studies that illustrate applications that place people’s quality of life at the center of the digitalization process, accessing and managing different information and data domains. Covering topics such as cultural heritage, interactive learning, and virtual participation, this major reference work is a comprehensive resource for business executives and managers, IT managers, government officials, community leaders, arts and performance organizers, healthcare administrators and professionals, faculty and administrators of both K-12 and higher education, students of higher education, researchers, and academicians.
  best vr for education: Cognitive and Affective Perspectives on Immersive Technology in Education Zheng, Robert Z., 2020-05-22 Immersive technology as an umbrella concept consists of multiple emerging technologies including augmented reality (AR), virtual reality (VR), gaming, simulation, and 3D printing. Research has shown immersive technology provides unique learning opportunities for experiential learning, multiple perspectives, and knowledge transfer. Due to its role in influencing learners’ cognitive and affective processes, it is shown to have great potential in changing the educational landscape in the decades to come. However, there is a lack of general cognitive and affective theoretical framework to guide the diverse aspects of immersive technology research. In fact, lacking the cognitive and affective theoretical framework has begun to hamper the design and application of immersive technology in schools and related professional training. Cognitive and Affective Perspectives on Immersive Technology in Education is an essential research book that explores methods and implications for the design and implementation of upcoming immersive technologies in pedagogical and professional development settings. The book includes case studies that highlight the cognitive and affective processes in immersive technology as well as the successful applications of immersive technology in education. Featuring a wide range of topics such as curriculum design, K-12 education, and mobile learning, this book is ideal for academicians, educators, policymakers, curriculum developers, instructional designers, administrators, researchers, and students.
  best vr for education: Advanced Intelligent Virtual Reality Technologies Kazumi Nakamatsu, Srikanta Patnaik, Roumen Kountchev, Ruidong Li, Ari Aharari, 2023-01-19 This book gathers a collection of selected works and new research results of scholars and graduate students presented at the 6th International Conference on Artificial Intelligence and Virtual Reality (AIVR 2022) via the Internet, during July 22-24 2022, hosted and organized by Sojo University in conjunction with other three universities and Beijing Huaxia Rongzhi Blockchain Technology Institute. The focus of the book is interdisciplinary in nature and includes research on all aspects of artificial intelligence and virtual reality, from fundamental development to the applied system. The book covers topics such as system techniques, performance, and implementation; content creation and modelling; cognitive aspects, perception, user behaviour; AI technologies; interactions, interactive and responsive environments; AI/VR applications and case studies.
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Computers & Tablets - Best Buy
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