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.
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