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Transforming Education with Virtual Reality -

Transforming Education with Virtual Reality

Buch | Hardcover
432 Seiten
2024
Wiley-Scrivener (Verlag)
978-1-394-19999-0 (ISBN)
CHF 309,95 inkl. MwSt
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TRANSFORMING EDUCATION WITH VIRTUAL REALITY The book provides an in-depth and comprehensive knowledge reviewof the use of virtual reality in the education industry and businesses.

Virtual reality (VR) technology has thoroughly transformed education by providing engaging and immersive ways for students to experience their education and by offering visual learning, creative development, etc., to enhance their studies. Moreover, with increasing accessibility, both students and educators can utilize it for effective teaching and learning. By embracing this VR-related technology, teachers can transform traditional classrooms into lively ones. Businesses can also leverage VR for skilling, up-skilling, and re-skilling.

This book is divided into two parts. Part I discusses the opportunities, challenges, and application of VR technology, and Part II focuses on reimagining education with the metaverse.

Readers will find in this book:



a description of the relationship between virtual reality and student behavior;
a review of VR-enabled tools and techniques for an immersive environment;
a discussion on VR in the context of vocational education by developing a conceptual framework and roadmap for its adoption;
an overview of the advantages, disadvantages, and mechanisms of VR through a detailed analysis showing a comparison of the strong and weak points of the technologies being used in education;
a look at the future of learning in the context of VR;
a description of the relevance of VR in emerging economies with the help of bibliometric analysis and discusses its future potential;
a review of Metaverse as a new education avatar showcasing diverse educational experiences and how to reimagine teaching;
an explanation of the relevance of emerging digital technologies in upskilling employees in fashion retail to impart an immersive experience for customers;
a proposed framework for mapping the use of VR for students with autistic spectrum disorder (ASD).

Audience

The book is designed for information technologists, educational researchers, teachers, policymakers, government officials, and business managers.

Reena Malik is an assistant professor at the Chitkara Business School at Shitkara University in Punjab, India. She has a PhD in marketing management and a degree in commerce and management. She has published three books, various research papers, and book chapters. She has been teaching for the last ten years and actively works in research areas like consumer behavior, brand management, and customer satisfaction. Ambus Sharma is an assistant professor at Ballabh Pant Social Science Institute, Allahabad, India. He received his PhD in management and business administration sciences from Szent Istvan University, Hungary. His research areas include diversity management, human resources practices, and disability studies. He has published multiple research articles in international journals. Prashant Chaudhary is an associate professor with Dr. Vishwanath Karad at the MIT World Peace University, Pune as well as an associate professor at the School of Management. He has authored two books and won various awards including the Innovative Educator Award.

Preface xvii

Part 1: Modern Technology in Education: Opportunities, Application and Challenges 1

1 A Novel Adaptive Framework for Immersive Learning Using VR in Education 3
Sudharson D., Reena Malik, Rithish Ramamoorthy Sathya, Vaishali V., Balavedhaa S. and Gautham S.

1.1 Introduction 4

1.2 The Two Perceptive Elements 6

1.3 Immersive Tools and Technologies 9

1.4 The Methodology 13

1.5 Interaction Through Voice Assistant 16

1.6 Improved Distraction Tracking 16

1.7 Discussions 19

1.8 Market Analysis 20

1.9 Result 24

1.10 Conclusion 24

2 When Technology Meets Tradition: Rediscovering Tribes Through Virtual Reality 27
Debanjana Nag

2.1 Introduction 28

2.2 Concept of Communication and Virtual Reality as a Tool of Communication 29

2.3 The Tribes and the Concept of ‘Modern’ Society 32

2.4 Status of Women in Tribal Societies 33

2.5 Socio-Political Systems of Tribal Societies 34

2.6 Conditions of Education, Health and Hygiene 34

2.7 Application of Virtual Reality as a Learning Pedagogy to Understand Tribal Aspects 36

2.8 Problems in the Implementation of VR Among the Tribes 38

2.9 Utilization of Virtual Reality to Connect Tribes with the Mainstream 40

2.10 Epilogue 42

3 Post-Pandemic Approaches Through Various Advanced Toolkits for Online Teaching and Learning Confidence 47
Karthikeyan Kandasamy, Prakash Maran Jeganathan and Shalini Surajmani

3.1 Introduction 48

3.2 The Impact of Technology on Learning 49

3.3 MAXHUB UC BM35 Bluetooth Teleconference Speakerphone 53

3.4 4K Ultra HD 55

3.5 BenQ EdTech 57

3.6 Conclusion 58

4 Expanding Teaching Possibilities: Applications of Technological Products in Education 61
Jyoti Verma and Gagandeep

4.1 Introduction 61

4.2 Benefits of Technology in the Education Sector 64

4.3 Applications of Technological Products in Education 65

4.4 PESTLE Analysis of Technological Products in the Education Sector 67

4.5 Successive Growth of Technological Products in India 68

4.6 Conclusion 69

5 Evolutionary Advantages of Virtual Reality in Education 73
Richa Kapoor Mehra

5.1 Introduction 73

5.2 Differences Between Real and Virtual Space 76

5.3 Use of Virtual Reality: A Matter of Concern 82

5.4 Conclusion 84

6 Exploring Possibilities and Apprehensions About Application of Artificial Intelligence in Higher Education 87
Siddharth Shimpi

6.1 Introduction 88

6.2 The Current State of AI in Higher Education 90

6.3 Advantages of AI in Higher Education 91

6.4 Potential Risks of AI in Higher Education 91

6.5 Ethical Considerations in AI in Higher Education 93

6.6 Future of AI in Higher Education 94

6.7 Case Studies 95

6.8 Best Practices 96

6.9 Conclusion 96

7 Impact of Virtual Reality on Immersive Education 101
Manju Rani

7.1 Introduction 102

7.2 Techniques Used in Immersive Learning 103

7.3 Advantages of Immersive Learning 104

7.4 Disadvantages of Immersive Learning 105

7.5 Virtual Reality 105

7.6 Processing of VR 107

7.7 Types of Virtual Reality 108

7.8 Developing Content for VR 109

7.9 Creating a Virtual Reality Environment 109

7.10 VR in Education 112

7.11 E-Learning and VR 113

7.12 The Usefulness of VR Technology in the Field of Education 114

7.13 VR in Teacher Training and Pedagogy 118

7.14 Creating an Immersive VR Environment with MaxWhere 118

7.15 Applications or Software for Using VR Technology in the Field of Education 120

7.16 Growth of VR Technology in Education 121

7.17 Obstacles in Using VR Technology 122

7.18 Interpretation of Results 122

Part 2: Reimaging Education with Metaverse 127

8 The Metaverse in Education: An Upcoming Future Trend 129
Priya Jindal and Ansh Jindal

8.1 Introduction 130

8.2 XR in Metaverse 130

8.3 Categories of Extended Reality (XR) 131

8.4 XR and Learning 133

8.5 Approaches of Learning in Metaverse 135

8.6 Comparison of Classes in Person, Virtual Classes, and in the Metaverse 137

8.7 Challenges of Metaverse in Education 138

8.8 Trends Supporting Metaverse in Education 140

8.9 Conclusion 141

9 Role of Virtual Reality in Education: Its Scope, Reach and Effect on Student Behavior 145
Shweta Kapoor and Gitanjali Kalia

9.1 Introduction 146

9.2 Types of Virtual Reality 148

9.3 Various Types of Augmented Reality 149

9.4 Virtual and Augmented Reality 150

9.5 Application of Virtual Reality 151

9.6 Implementation of VR in Education Sector 155

9.7 Effects of Virtual Reality on Student Behavior 157

9.8 Positive Effect of Virtual Reality on Students 158

9.9 Negative Effect of Virtual Reality on Students 159

9.10 Challenges Faced when Implementing VR in Education Sector 160

9.11 Conclusion 161

9.12 Forming New Perspectives 162

10 Virtual Reality in Education: Benefits, Applications and Challenges 165
Rajni Bala and Prachi Gupta

10.1 Introduction 166

10.2 Industry Key Players in VR in Education 167

10.3 VR Market Segmentation in the Education Sector 168

10.4 Application of VR in Education 168

10.5 Distance Learning 170

10.6 Advantages of VR in the Classroom 170

10.7 Disadvantages of VR in the Classroom 172

10.8 How VR Will Improve Education 173

10.9 Challenges of Implementing VR in Education 174

10.10 How to Maximize the Benefits of VR in Education 176

11 Exploring the Landscape of Virtual Reality in Education: A Bibliometric and Thematic Analysis 181
Natashaa Kaul and Chanakya Kumar

11.1 Introduction 182

11.2 Literature Review 183

11.3 Methodology 185

11.4 Findings and Results 187

11.5 Methodology and Research Perspectives 188

11.6 Temporal Analysis Using Word Clouds 189

11.7 Future Research 192

11.8 Conclusion 193

11.9 Implications for Research and Practice 196

11.10 Limitations of the Study 197

12 VR in Vocational Educational and Training: Conceptual Framework and Adoption Roadmap 201
Kumar Shalender, Babita Singla and Sandhir Sharma

12.1 Introduction 201

12.2 Benefits of VR in Training 203

12.3 VR Adoption Framework 206

12.4 Conclusion and Discussion 207

13 Virtual Reality in Education — A Blessing or Curse? 211
Priya Jindal, Ansh Jindal and Radhika Gambhir

13.1 Introduction 212

13.2 Virtual Reality 212

13.3 VR in Education 214

13.4 Conclusion 224

14 Virtual Reality: A Mechanism for Modern Education 229
Deepali Bhatnagar and Adity Boruah

14.1 Introduction 230

14.2 What Makes Learning Deep Rooted? 231

14.3 Definition of Virtual Reality 232

14.4 Virtual Reality as an Instructive Tool 234

14.5 Educator and Student Acceptance of VR Use in Education 236

14.6 Statistics of the Usage of Virtual Reality in the Education Sector 237

14.7 Enablers for Teaching with Technology 239

14.8 Virtual Reality in Modern Education: Benefits 240

14.9 Areas of VR Application in Education 241

14.10 Constraints and Challenges in the Path of VR Learning 242

14.11 The Road Ahead 242

14.12 Conclusion 244

15 Application of VR Technology in the Educational Sector — Opportunities and Challenges 249
Sushmitha Abhishek Rao, Bonnie Rajesh and Rajesh Raut

15.1 An Introduction to Virtual Reality 250

15.2 Literature Review 250

15.3 Important Elements of Virtual Reality (VR) 251

15.4 Features of VR 252

15.5 Opportunities of Virtual Reality in Education 253

15.6 Challenges of Virtual Reality in Education 257

15.7 Conclusion 259

16 Is Virtual Reality Really the Future of Learning? 263
Rajneesh Ahlawat, Renu Tanwar and Preeti Ahlawat

16.1 Introduction 264

16.2 Virtual Reality History 264

16.3 Virtual Reality Learning 265

16.4 Benefits of Using Virtual Reality in Education 265

16.5 Disadvantages of Learning through Virtual Reality 267

16.6 Virtual Reality Applications 268

16.7 Types of Virtual Reality 270

16.8 Virtual Reality: Statistics 271

16.9 Education with Virtual Reality 271

16.10 Virtual Reality Used in Schools 272

16.11 Virtual Reality’s Impact on Modern Education 272

16.12 Virtual Reality Examples 273

16.13 Classroom VR Implementation 275

16.14 Secondary Schooling Using VR 276

16.15 VR for Students who Struggle with Studying 277

16.16 Difficulties in VR Education 277

16.17 Future of VR in Education 279

16.18 Conclusion 279

17 Application of Virtual Reality for Education 283
Ramkrishna Dikkatwar, Nilesh Kate, Saradhi Kumar Gonela and Prashant Chaudhary

17.1 Introduction and Background of the Study 284

17.2 Literature Review 284

17.3 Methodology 286

17.4 Literature Section 287

17.5 Bibliometric Analysis and Discussion 290

17.6 Conclusion and Future Scope 302

18 Metaverse: A New Avatar-Based Technology for Diverse Educational Experiences 311
Pooja Darda, Shailesh Pandey, Om Jee Gupta, Susheel Yadav and Reena Malik

18.1 Introduction 312

18.2 Literature Review 313

18.3 Research Methodology 315

18.4 Proposed Framework for Metaverse Applications in Education 315

18.5 Limitations 317

18.6 Future Scope 317

18.7 Implications 318

18.8 Conclusion 318

19 Up-Skilling in Fashion Retail 323
Prashant Chaudhary, Neelam Raut, Harshali Patil and Nilesh Kate

19.1 Introduction 324

19.2 Literature Review 326

19.3 Findings and Conclusion 329

19.4 Practical Implications and Discussion 330

19.5 Scope for Future Studies 332

20 Metaverse: Reimagining the Future of Teaching-Learning 337
Mihir Vaidya and Meenal Pendse

20.1 Introduction 338

20.2 Using Metaverse and Its Tools in Education 338

20.3 Advantages, Disadvantages, Challenges and Remedies to Challenges 342

20.4 Organizations Working on Integrating Technology with Education 347

20.5 Conclusion 349

21 Proposed Framework to Map Virtual Reality with Ancient Indian Education System to Increase Neuroplasticity for Autistic Spectrum Disorder Children 351
Noor-A-Nabi Khan, Naheeda Tharannum B., Khondekar Lutful Hassan and Habiba Hussain

21.1 Introduction to Autism Spectrum Disorder 352

21.2 Studies on Autism Spectrum Disorder 354

21.3 Studies on Virtual Reality 355

21.4 Studies on Ancient Indian Education System 356

21.5 Studies on Neuroplasticity 357

21.6 Brain: Normal and Autistic Children 357

21.7 Research Area Explored and Unexplored 359

21.8 Proposed Problem Statement 359

21.9 Aim and Objectives 360

21.10 Ancient Indian Education System: Holistic Development 360

21.11 Holistic Development: From Autism to Being Normal 361

21.12 Virtual Reality and Autism Spectrum Disorder 362

21.13 Implementation of Virtual Reality: Education 365

21.14 Mapping Virtual Reality and Ancient Indian Education System 366

21.15 How Virtual Reality Helps Autism 366

21.16 Algorithm for Virtual Reality in Autism 367

21.17 Pseudocode for Virtual Reality in Autism 368

21.18 Proposed Neuroplasticity-Enabled VR Ancient Indian Education 369

21.19 Implementation of Neuroplasticity in VR 370

21.20 Computer Programming on VR with Ancient Indian Education 372

21.21 Computer Programming on Neuroplasticity Development 373

21.22 Conclusions 374

21.23 Future Scope 374

22 Virtual Reality in Education: Analyzing the Literature and Bibliometric State of Knowledge 379
Manpreet Arora

22.1 Introduction 380

22.2 Research Questions 382

22.3 Methodology 382

22.4 State of Knowledge Published on the Term "Virtual Reality in Education" in SCOPUS Database 382

22.5 Main Research Themes Covered in the Top Articles 397

22.6 What Literature (available in SCOPUS) States about the Concept of VR in Education 399

22.7 Conclusion 399

References 400

Index 403

Erscheinungsdatum
Sprache englisch
Gewicht 903 g
Themenwelt Schulbuch / Wörterbuch Unterrichtsvorbereitung Unterrichts-Handreichungen
Mathematik / Informatik Informatik
Sozialwissenschaften Pädagogik
ISBN-10 1-394-19999-6 / 1394199996
ISBN-13 978-1-394-19999-0 / 9781394199990
Zustand Neuware
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