Summary
Contents
Subject index
This is a practical guide to the use of technology enhanced learning (TEL) in the classroom. Introducing 50 ways to use technology for learning. Areas covered include: - Gamified learning - Social media - Video streaming - The flipped classroom - Instant feedback tools - And many more. Guidance on how to use these technologies for learning is complemented by an exploration of their impact on learning. For each example, the opportunities for evidencing progress are evaluated.
Virtual reality (VR)
Virtual reality (VR)
What is virtual reality?
Virtual reality (VR) experiences usually involved viewing immersive visuals via a headset. These headsets can be high-end and therefore expensive, for example, the Oculus Rift. Despite their impressive design, they are likely to become obsolete. There are, however, cheaper alternatives to the VR headset, for example, VR viewers such as Google Cardboard. Like many technologies, VR has suffered a few false dawns. One of those was in the 1990s, when Nintendo launched the Virtual Boy to mass indifference: the product was withdrawn within a year (McKalin, 2014).
Where VR differs from augmented reality is in its desired total immersion of participants. Augmented reality, by contrast, allows users to remain in their own world but interact with virtual ...
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