Saved in:
Bibliographic Details
Main Authors: McClendon, V. J., Riggall, James
Format: Recurso educativo Open Access
Language:en
Published: 2019
Subjects:
Online Access:https://eric.ed.gov/?id=ED601886
Tags: Add Tag
No Tags, Be the first to tag this record!
_version_ 1867181051302903809
author McClendon, V. J.
Riggall, James
author_facet McClendon, V. J.
Riggall, James
McClendon, V. J.
Riggall, James
collection Education Resources Information Center
contents VR as Library Technology: Early Faculty and Student Feedback on Educational Use of Immersive Technology McClendon, V. J. Riggall, James Computer Simulation Simulated Environment Teacher Attitudes Student Attitudes Educational Technology Technology Uses in Education School Libraries Library Role Library Services College Students College Faculty In developing a Virtual Reality (VR) project, the library creates a democratic home for a teaching and lab space for a visiting Fulbright scholar to build energy and community around this new immersive technology. Following three academic quarters of VR teaching, workshops, community outreach, and awareness building, interviews of volunteer faculty and student participants provide valuable feedback on their reflection as to the potential of Virtual Reality experiences to scaffold and supplement student learning and their value of the positioning of such technology within the library as a central location. Faculty (N = 5) each provide unique lenses on the importance of the immersive technology within their areas of practice. In addition, two advanced students in the paired Communication Studies VR courses discussed their experiences. Advanced students explained after intensive use of VR software and final project development, the experience changed their thinking about education and future career opportunities. Additional pre-medicine students provided written reflective responses following a VR biology experience (N = 13). Future study is recommended to explore the library as a technology hub and further nuanced details of how immersive technology can expand and scaffold student learning outcomes across a variety of subject areas. [For the complete volume, "Educational Media and Technology Yearbook, Volume 42," see ED600543.]
format Recurso educativo Open Access
id eric_ED601886
institution ERIC Institute of Education Sciences
language en
publishDate 2019
record_format eric
spellingShingle VR as Library Technology: Early Faculty and Student Feedback on Educational Use of Immersive Technology
McClendon, V. J.
Riggall, James
Computer Simulation
Simulated Environment
Teacher Attitudes
Student Attitudes
Educational Technology
Technology Uses in Education
School Libraries
Library Role
Library Services
College Students
College Faculty
VR as Library Technology: Early Faculty and Student Feedback on Educational Use of Immersive Technology McClendon, V. J. Riggall, James Computer Simulation Simulated Environment Teacher Attitudes Student Attitudes Educational Technology Technology Uses in Education School Libraries Library Role Library Services College Students College Faculty In developing a Virtual Reality (VR) project, the library creates a democratic home for a teaching and lab space for a visiting Fulbright scholar to build energy and community around this new immersive technology. Following three academic quarters of VR teaching, workshops, community outreach, and awareness building, interviews of volunteer faculty and student participants provide valuable feedback on their reflection as to the potential of Virtual Reality experiences to scaffold and supplement student learning and their value of the positioning of such technology within the library as a central location. Faculty (N = 5) each provide unique lenses on the importance of the immersive technology within their areas of practice. In addition, two advanced students in the paired Communication Studies VR courses discussed their experiences. Advanced students explained after intensive use of VR software and final project development, the experience changed their thinking about education and future career opportunities. Additional pre-medicine students provided written reflective responses following a VR biology experience (N = 13). Future study is recommended to explore the library as a technology hub and further nuanced details of how immersive technology can expand and scaffold student learning outcomes across a variety of subject areas. [For the complete volume, "Educational Media and Technology Yearbook, Volume 42," see ED600543.]
title VR as Library Technology: Early Faculty and Student Feedback on Educational Use of Immersive Technology
topic Computer Simulation
Simulated Environment
Teacher Attitudes
Student Attitudes
Educational Technology
Technology Uses in Education
School Libraries
Library Role
Library Services
College Students
College Faculty
url https://eric.ed.gov/?id=ED601886