ISBN13: | 9781032538334 |
ISBN10: | 1032538333 |
Binding: | Paperback |
No. of pages: | 124 pages |
Size: | 234x156 mm |
Weight: | 226 g |
Language: | English |
Illustrations: | 5 Illustrations, black & white; 2 Illustrations, color; 5 Line drawings, black & white; 2 Line drawings, color |
686 |
Theory of computing, computing in general
Computer Graphics Softwares
Graphic design softwares
Arts in general
Cinema, film, TV, radio
Technology
Pedagogy in general
Higher education, adult education
Special education and educational methods
Theory of computing, computing in general (charity campaign)
Computer Graphics Softwares (charity campaign)
Graphic design softwares (charity campaign)
Arts in general (charity campaign)
Cinema, film, TV, radio (charity campaign)
Technology (charity campaign)
Pedagogy in general (charity campaign)
Higher education, adult education (charity campaign)
Special education and educational methods (charity campaign)
The Metaverse for Learning and Education
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Accompanying The Metaverse: A Critical Introduction in CRC Press? new The Metaverse Series, this book explores the ways in which the Metaverse can be used for education and learning, as well as how it is different from VR application development.
Accompanying The Metaverse: A Critical Introduction in CRC Press? new The Metaverse Series, this book explores the ways in which the Metaverse can be used for education and learning, as well as how it is different from virtual reality (VR) application development. For example, institutions and tutors can make use of the Metaverse space to represent themselves in it or create their own content and share experiences, whilst students can access a wider range of material, learn within appropriate settings and create content to support their own and others? learning.
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.
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