Buch, Englisch, 124 Seiten, Format (B × H): 156 mm x 234 mm, Gewicht: 354 g
Buch, Englisch, 124 Seiten, Format (B × H): 156 mm x 234 mm, Gewicht: 354 g
ISBN: 978-1-032-53834-1
Verlag: CRC Press
Key Features:
• Provides practical advice from the authors’ collective three decades of work and experience in VR and Metaverse learning and education.
• Examines different approaches to learning that are relevant in a VR and Metaverse context, including theoretical and practical approaches to pedagogy.
• Suggests different approaches to learning that might be used and explores learning in practice in the metaverse – from early versions such as computer-supported collaborative learning and action learning through to more recent practices such as games and gamification and the use of problem-based learning in virtual worlds.
• Examines a number of advantages of learning in the metaverse such as the opportunity to be inclusive towards different approaches to learning, the value of affordances, peer-to-peer learning and genres of participation.
This book is aimed primarily at practitioners in the learning and education field, and those who set policy and commission work. It may also be of interest to parents, managers, other interested professionals, students, researchers and lay readers.
Zielgruppe
Professional Practice & Development
Autoren/Hrsg.
Fachgebiete
- Sozialwissenschaften Pädagogik Lehrerausbildung, Unterricht & Didaktik Allgemeine Didaktik Naturwissenschaften, Mathematik (Unterricht & Didaktik)
- Sozialwissenschaften Pädagogik Lehrerausbildung, Unterricht & Didaktik Methoden des Lehrens und Lernens
- Mathematik | Informatik EDV | Informatik Informatik Virtuelle Realität, Erweiterte Realität
- Mathematik | Informatik EDV | Informatik Betriebssysteme Virtuelle Maschinen, Virtualisierung
- Sozialwissenschaften Pädagogik Schulen, Schulleitung Privatschulen, alternative Schulformen
Weitere Infos & Material
Introduction, 1. The Metaverse for Learning and Education, 2. Approaches to Learning, 3. Applied Models for Learning, 4. Rethinking Pedagogy for the Metaverse, 5. Tech, Platforms and Wearables in the Postdigital Metaverse, 6. Pros and Cons of Learning in the Metaverse, 7. Learning Assemblages for the Metaverse