Virtual Reality in Curriculum and Pedagogy: Evidence from Secondary Classrooms (Digital Games, Simulations, and Play in Learning)

$37.30

This book explores the pedagogical integration of virtual reality in secondary school classrooms for educators.

Virtual Reality in Curriculum and Pedagogy: Evidence from Secondary Classrooms (Digital Games, Simulations, and Play in Learning)
Virtual Reality in Curriculum and Pedagogy: Evidence from Secondary Classrooms (Digital Games, Simulations, and Play in Learning)
$37.30

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Virtual Reality in Curriculum and Pedagogy explores the instructional, ethical, practical, and technical issues related to the integration of immersive virtual reality (VR) in school classrooms. The book’s original pedagogical framework is informed by qualitative and quantitative data collected from the first-ever study to embed immersive VR in secondary school science, ICT, and drama classrooms. Students and scholars of technology-enhancing learning, curriculum design, and teacher education alike will find key pedagogical insights into leveraging the unique properties of VR for authentic, metacognitive, and creative learning.

Additional information

Weight 0.204 lbs
Dimensions 15.2 × 0.9 × 22.9 in

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Virtual Reality in Curriculum and Pedagogy: Evidence from Secondary Classrooms (Digital Games, Simulations, and Play in Learning)

$39.51

This e-book serves as an educational resource for understanding the use of virtual reality in secondary classroom settings.

Virtual Reality in Curriculum and Pedagogy: Evidence from Secondary Classrooms (Digital Games, Simulations, and Play in Learning)
Virtual Reality in Curriculum and Pedagogy: Evidence from Secondary Classrooms (Digital Games, Simulations, and Play in Learning)
$39.51

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Reviews

There are no reviews yet.

Be the first to review “Virtual Reality in Curriculum and Pedagogy: Evidence from Secondary Classrooms (Digital Games, Simulations, and Play in Learning)”

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