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Making Virtual Reality a Reality: Designing Educational Initiatives in Libraries with Emerging Technologies

Autor Alison Valk, Ximin Mi, Ashley L. Schick
en Limba Engleză Paperback – 14 iun 2023 – vârsta până la 17 ani
Walks readers through the key components of developing library-led research and programming that leverages emerging technologies with the goal of engaging students and faculty.As educational curricula and research evolve to include advanced technologies, libraries must offer programming with these emerging technologies in mind, including the use of virtual reality (VR) and augmented reality (AR). In this timely guide, Valk, Mi, and Schick present readers with tools for assessing their level of organizational readiness to begin such programs and, more importantly, how to sustain them with limited budgets, expertise, and resources.Building on their own experiences, the authors teach readers how to develop technology-rich classes, assess student projects, and overcome technical hurdles. They spotlight this kind of programming as integral to building strategic partnerships in an educational environment. Readers will learn how to adapt and design programs or initiatives in which the necessary technologies are rapidly changing, not only in higher education institutions, but also in schools. Worksheets and resources assist readers in reflecting on their own work and developing educational programming to suit their organizational needs.
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Specificații

ISBN-13: 9781440878978
ISBN-10: 1440878978
Pagini: 200
Ilustrații: 14 bw illus
Dimensiuni: 156 x 235 mm
Greutate: 0.36 kg
Editura: Bloomsbury Publishing
Colecția Bloomsbury Libraries Unlimited
Locul publicării:New York, United States

Caracteristici

Teaches readers to develop courses and programs including immersive technologies

Notă biografică

Alison Valk is the instructional coordinator and multimedia librarian for the Georgia Tech Library, USA.Ximin Mi is the data visualization librarian at the Georgia Tech Library, USA.Ashley L. Schick is an artist and art educator.

Cuprins

1. Making Virtual Reality a Reality Introduction Innovative Programming in Libraries Georgia Tech Case Study Benefits and Uses of VR in K-12 Classrooms Conclusion References 2. Getting Started Where You Are: NeedsAssessments and Resource Evaluation Evaluating Organizational Goals and Community Interests Matching Student and Stakeholder Skills and Interests Evaluating TechnologyAccessibility Accommodations and OpportunitiesEvaluating Budget and Financial NeedsOngoing Assessment and Cyclic Course DevelopmentReferencesResourcesOverall Checklist for Needs AssessmentEvaluating Organization Goals and Community InterestsEvaluating Student Interests and SkillsInitial Questions to Ask Students Interested in Joining a Research Class Evaluating Technologies Using LEAPS ConceptsResources to Follow for Current Ed-Tech Trends Evaluating Accessibility Accommodations and Opportunities Evaluating Budget and Financial Needs Grant Resources Gagne's Nine Events of Instruction 3. Technology Design and Decisions: RefineYour Technology SolutionsBackground: Device Collection and SpaceDesigning Technology SolutionsConclusion References Resources Evaluating Your Organization's Strategic Goals and SWOT Analysis Evaluating and Establishing Your Device Collection Assessing VR Equipment Evaluating Your Workspace Project Management Concepts for Project-Based Learning Starter Questions to Ask Peer Institutions Locating 3D Models Project Ideas Based on Time Frames Evaluating Your Cybersecurity 4. Student-Centric Research Projects: Learning Models That Fit Students' Interests and Skills Student-Centric Project Design Self-Regulated Learning Instructors as Mentors and Project Managers Designing Projects and Lessons References Resources Student Questionnaire Ideas Icebreaker Activities Peer Evaluation Scaffolding Projects Project Team Roles Project Structure Elements Template for a Lesson Plan Rubric Components A Simple Rubric Student Reflection Questions Questions for Users to Answer during Critiques Exhibition or Open Lab Preparation Questions 5. Sustaining Community through Peer Learning and Partnerships Community in Education Building Community Engaging Community, Nontraditional Educators, and Visiting Artists Community and Project-Based Learning Community and Partnership Applicable Standards as They Relate to Community Integration Concluding Statements about Community References Resources Identifying Community Partners Starter Questions to Ask Peer Institutions Project-Proposal Components for Student Projects End-of-Project-Report Components for Student Projects 6. Clearing the Hurdles: Initiating Programs That Utilize Emerging Technologies Stakeholder Buy-In Student Hesitancy and Technology Phobia Maximizing Existing Resources and Technology Documentation Strategies Implementing Changes Based on Student Input Project Collaboration and Preservation Security, Safety, and Access Project Management References ResourcesBuilding Confidence and Reducing Technology Anxiety Forums and Troubleshooting Backups and Backward-Compatibility Checklist Bloom's Taxonomy of Measurable Verbs Index

Recenzii

A thoughtful and comprehensive guide to implementing VR pedagogy in primary-post-secondary education. The authors give practical advice on a wide range of subjects from design and funding to implementation and administration of VR curriculum, drawing from real-world case studies. A valuable tool for anyone developing XR classes and programs of study.