Useful to school librarians, teachers, and faculty, this book explains the range of possibilities for creating immersive learning experiences through the use of virtual worlds, virtual simulations, virtual collections, exhibits by libraries and museums, and archives.
• Explains how using virtual worlds in teaching and outreach can better motivate, engage, and reach more students with diverse learning styles than traditional text-based methods
• Updated with information on the latest technology and newest library applications
• Enables readers to make more informed decisions about which latest virtual reality platforms to use
"Useful to school librarians, teachers, and faculty, this book explains the range of possibilities for creating immersive learning experiences through the use of virtual worlds, virtual simulations, virtual collections, exhibits by libraries and museums,and archives. Explains how using virtual worlds in teaching and outreach can better motivate, engage, and reach more students with diverse learning styles than traditional text-based methods. Updated with information on the latest technology and newest library applications. Enables readers to make more informed decisions about which latest virtual reality platforms to use"--
This work gathers contributors in library science, digital humanities, archives, museum education, and information science to explore the many types of virtual environments used to teach and learn about content areas such as history, science, social phenomena, business, and medicine. Discussion encompasses 2D, 3D, augmented environments, and other interactive educational experiences. Section 1 is geared toward those with less experience, examining skills for teaching in 2D online and 3D virtual environments and the uses of Second Life for purposes such as teaching business and intercultural competence. Section 2 demonstrates how virtual and immersive environments can work in the classroom, with many cases of Second Life, MOOCs, and other platforms. Section 3 looks at how virtual environments can be used in museums and libraries, and the final chapter considers the future of libraries in the digital age. B&w screenshots are provided throughout. The book will be useful as a resource for educators, librarians, and those working in museums. Annotation ©2016 Ringgold, Inc., Portland, OR (protoview.com)