VR
Updated: Apr 21, 2021
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VR is a 3D virtual world through which users are provided with visual simulations and feel they are immersed in an environment without limitations of time and space (Chang, Hsu, Chen, & Jong, 2018).
It is advantageous in that it provides students with a 3D space in which they can experience their own learning (Chang et al., 2018).
VR is conducive to spatial thinking, social networking, and the learning of science, business and medicine (Wu et al., 2019).
Lloyd, Rogerson, and Stead have also pointed out four affordances of VR in English language classrooms, "enhanced motivation and engagement, tasks that would not be possible in the real world, contextualized learning, and effective collaborative learning" (2017, p. 224).
Designing for virtual reality and the impact on education | Alex Faaborg | TEDxCincinnati
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