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Current and Prospective Applications of Virtual Reality in Higher Education最新文献

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Facilitation Strategies to Moderate Synchronous Virtual Discussion Groups in Teacher Training 教师培训中同步虚拟讨论组的促进策略
Pub Date : 1900-01-01 DOI: 10.4018/978-1-7998-4960-5.ch005
Kevin Oh, Natalie Nussli, M. Kaye, N. Cuadro
This chapter reports on an exploratory case study investigating strategies to facilitate group discussions in Second Life, a three-dimensional virtual world. The purpose was to identify best practices for discussion facilitation in-world from the perspective of a virtual host and a discussion facilitator. A host and a facilitator moderated four virtual group discussions with 16 in-service teachers enrolled in a graduate technology class. The chapter discusses several themes that emerged from the host's and the facilitator's debriefings. Key themes include the need for a careful selection of the communication modality (text or voice or a combination), strategies to promote interactivity among the participants, the critical need for at least one facilitator in addition to the host, the need for clear ground rules for the participants, and clear guidelines for the host and the facilitator. Several challenges experienced during the process of facilitating these virtual events are discussed and recommendations are made to address these difficulties. This chapter is of interest to educators who are planning to substitute in-class group discussions with synchronous group discussions in-world.
本章报告了一个探索性的案例研究,调查策略,以促进小组讨论在第二人生,一个三维的虚拟世界。目的是从虚拟主机和讨论促进者的角度确定在现实世界中促进讨论的最佳实践。一名主持人和一名主持人主持了四场虚拟小组讨论,参与者是参加研究生技术课程的16名在职教师。本章讨论了主持人和主持人汇报中出现的几个主题。关键主题包括需要仔细选择沟通方式(文本或语音或组合),促进参与者之间互动的策略,除了主持人之外至少需要一个主持人,参与者需要明确的基本规则,以及主持人和主持人的明确指导方针。讨论了在促进这些虚拟活动的过程中遇到的一些挑战,并提出了解决这些困难的建议。这一章对那些计划用同步小组讨论代替课堂小组讨论的教育者很有意义。
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引用次数: 1
Board Games, Zombies, and Minecraft 桌游,僵尸,还有我的世界
Pub Date : 1900-01-01 DOI: 10.4018/978-1-7998-4960-5.ch009
Susan Keim, Zac Jarrard
Games have been played throughout human history and in all cultures, exposing almost everyone to gameplay in some form. Higher education is exploring ways faculty can leverage games to enhance course development and the student learning experience. The primary pedagogical use of games is gamification, in which gaming is used to transform learning activities. This chapter will 1) provide an overview of gamification theory and practice in higher education, 2) share ideas for faculty to consider when using gamification as a teaching tool, and 3) explore how the game Minecraft was used through educational and practical applications to teach a local government course.
游戏在人类历史和各种文化中都有出现,几乎每个人都以某种形式接触到游戏玩法。高等教育正在探索教师如何利用游戏来加强课程开发和学生的学习体验。游戏的主要教学用途是游戏化,即游戏被用来转变学习活动。本章将1)概述高等教育中的游戏化理论和实践,2)分享教师在使用游戏化作为教学工具时考虑的想法,以及3)探索如何通过教育和实际应用使用游戏《我的世界》来教授当地政府课程。
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引用次数: 0
Technical Details and Educational Applications for Virtual Reality Technologies 虚拟现实技术的技术细节和教育应用
Pub Date : 1900-01-01 DOI: 10.4018/978-1-7998-4960-5.ch004
Yongzhi Wang
The application of virtual reality (VR) in higher education has drawn attention. Understanding the state of the art for VR technologies helps educators identify appropriate applications and develop a high-quality engaging teaching-learning process. This chapter provides a comprehensive survey of current hardware and software supports on VR. Secondly, important technical metrics in VR technology are considered with comparisons of different VR devices using identified metrics. Third, there is a focus on software tools and an explore of various development frameworks, which facilitate the implementation of VR applications. With this information as a foundation, there is a VR use in higher education. Finally, there is a discussion of VR applications that can be potentially used in education.
虚拟现实技术在高等教育中的应用已经引起了人们的广泛关注。了解VR技术的现状有助于教育工作者确定适当的应用,并开发高质量的教学过程。本章提供了对当前VR硬件和软件支持的全面调查。其次,考虑了VR技术中的重要技术指标,并使用确定的指标对不同的VR设备进行了比较。第三,对软件工具的关注和对各种开发框架的探索,有助于实现VR应用。有了这些信息作为基础,VR在高等教育中有了应用。最后,还有一个关于VR应用在教育中的潜在应用的讨论。
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引用次数: 0
Using Virtual Reality in College Student Mental Health Treatment 虚拟现实在大学生心理健康治疗中的应用
Pub Date : 1900-01-01 DOI: 10.4018/978-1-7998-4960-5.ch012
N. Sinha
When students leave home to attend college, they encounter many adjustments and new experiences. Some students have difficulty coping with the challenges they experience and over time may develop mild to severe mental health issues. Mental health illness among college students is associated with long-term adverse academic outcomes, including dropout. With an exponential rise in mental health issues among university students, there is a dire need to reach out to newer technologies to help students effectively cope with academic and social challenges. Given the increased accessibility and practicality of virtual reality (VR) use in mental health, it becomes paramount to extend the utility of VR to university counselling settings including the preliminary assessment, diagnosis, and treatment strategies to guide students to effectively address any mental health challenges. There are potential implications and challenges associated with the use of VR within universities' counselling settings as well.
当学生离开家上大学时,他们会遇到许多调整和新的经历。一些学生很难应对他们所经历的挑战,随着时间的推移,可能会出现轻微到严重的心理健康问题。大学生的心理健康疾病与包括辍学在内的长期不良学业成绩有关。随着大学生心理健康问题呈指数级增长,迫切需要新的技术来帮助学生有效地应对学业和社会挑战。鉴于虚拟现实(VR)在心理健康领域的应用越来越普及和实用,将VR的应用扩展到大学咨询环境变得至关重要,包括初步评估、诊断和治疗策略,以指导学生有效地应对任何心理健康挑战。在大学的咨询设置中使用VR也有潜在的影响和挑战。
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引用次数: 2
A Literature Review on the Use of Three-Dimensional Virtual Worlds in Higher Education 三维虚拟世界在高等教育中的应用研究综述
Pub Date : 1900-01-01 DOI: 10.4018/978-1-7998-4960-5.ch002
Reza Ghanbarzadeh, A. Ghapanchi
Three-dimensional virtual worlds (3DVW) have been substantially adopted in teaching and learning worldwide. The current study conducted a literature review of the published research relevant to the application of 3DVWs in higher education. A literature search was performed on nine scientific databases, and following scrutiny according to inclusion criteria, 176 papers were selected for review. The literature review process was summarized, reviews undertaken by the authors, and results about the applicability of 3DVWs in higher education were extracted. A wide variety of application areas for 3DVWs in higher education were found and classified into five main categories. Various 3DVW platforms and virtual environments used for educational goals were also identified. This study found that a wide range of virtual environments and tools have been implemented by 3DVW technology and applied for teaching and learning in higher education.
三维虚拟世界(3dw)在世界范围内的教学和学习中得到了广泛的应用。本研究对已发表的3dws在高等教育中应用的相关研究进行了文献综述。在9个科学数据库中进行文献检索,根据纳入标准进行审查后,选择了176篇论文进行审查。总结了文献综述过程,提取了作者所做的综述,以及3dvw在高等教育中的适用性结果。在高等教育中发现了3d视频的广泛应用领域,并将其分为五大类。还确定了用于教育目标的各种3DVW平台和虚拟环境。本研究发现,广泛的虚拟环境和工具已经通过3DVW技术实现,并应用于高等教育的教学。
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引用次数: 0
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Current and Prospective Applications of Virtual Reality in Higher Education
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