Virtual Reality and Instructional Design; Virtual Reality Assisted Instructional Design Model in Skill Learning Virtual Reality Assisted Instructional Design Model in Skill Learning

Stok Kodu:
9786257106719
Boyut:
135-210-0
Sayfa Sayısı:
83
Baskı:
1
Basım Tarihi:
2020-07-22
Kapak Türü:
Karton
Kağıt Türü:
1.Hamur
Dili:
Türkçe
8,66
9786257106719
558283
Virtual Reality and Instructional Design; Virtual Reality Assisted Instructional Design Model in Skill Learning
Virtual Reality and Instructional Design; Virtual Reality Assisted Instructional Design Model in Skill Learning Virtual Reality Assisted Instructional Design Model in Skill Learning
8.66
1 CHAPTER Introduction 2 CHAPTER Virtual Reality 2.1. Concept of Virtual Reality 2.2. Historical Development of Virtual Reality 2.3. Virtual Reality System 2.3.1. Classification of Virtual Reality Systems 2.3.1.1. Fully-Immersive Systems 2.3.1.1.1. HTC VIVE 2.3.1.2. Semi-Immersive Systems 2.3.1.3. Non-Immersive Systems 2.3.1.4. Virtual Reality Headsets 2.3.1.4.1. Head-Mounted Display Headsets (HMD) 2.3.1.4.2. Mobile Based Virtual Reality 2.4. Virtual Reality and Learning 2.4.1. Advantages of Virtual Reality in Education 2.4.1.5. Realism 2.4.1.6. Entertainment 2.4.1.7. Motivation 2.4.1.8. Effectiveness 2.4.1.9. Practicality 2.4.1.10. Opportunity to Repeat 2.4.1.11. Instructive 2.4.1.12. Time 2.4.1.13. Variation 2.4.1.14. Experience 2.4.1.15. Place 2.5. Virtual Reality and Physical Activity 2.6. Studies on Virtual Reality 2.7. Virtual Reality and Learning Theories 2.8. Virtual Reality and Constructivism 2.9. Instructional Design 2.9.1. Instructional Design Models 2.9.1.1. Dick and Carey Model 2.9.1.2. Hannafin and Peck Model 2.9.1.3. Knirk and Gustafson Model 2.9.1.4. Jerrold Kemp Model 2.9.1.5. Gerleach and Ely Model 2.9.1.6. Rapid Prototype Model 2.9.1.7. Romiszowski Model 2.9.1.8. Syracuse Model 2.9.1.9. Diamond Model 2.9.1.10. Gagne, Briggs and Wager Model 2.9.2. Virtual Reality and Instructional Design Models 2.9.2.1. Chen's Model
1 CHAPTER Introduction 2 CHAPTER Virtual Reality 2.1. Concept of Virtual Reality 2.2. Historical Development of Virtual Reality 2.3. Virtual Reality System 2.3.1. Classification of Virtual Reality Systems 2.3.1.1. Fully-Immersive Systems 2.3.1.1.1. HTC VIVE 2.3.1.2. Semi-Immersive Systems 2.3.1.3. Non-Immersive Systems 2.3.1.4. Virtual Reality Headsets 2.3.1.4.1. Head-Mounted Display Headsets (HMD) 2.3.1.4.2. Mobile Based Virtual Reality 2.4. Virtual Reality and Learning 2.4.1. Advantages of Virtual Reality in Education 2.4.1.5. Realism 2.4.1.6. Entertainment 2.4.1.7. Motivation 2.4.1.8. Effectiveness 2.4.1.9. Practicality 2.4.1.10. Opportunity to Repeat 2.4.1.11. Instructive 2.4.1.12. Time 2.4.1.13. Variation 2.4.1.14. Experience 2.4.1.15. Place 2.5. Virtual Reality and Physical Activity 2.6. Studies on Virtual Reality 2.7. Virtual Reality and Learning Theories 2.8. Virtual Reality and Constructivism 2.9. Instructional Design 2.9.1. Instructional Design Models 2.9.1.1. Dick and Carey Model 2.9.1.2. Hannafin and Peck Model 2.9.1.3. Knirk and Gustafson Model 2.9.1.4. Jerrold Kemp Model 2.9.1.5. Gerleach and Ely Model 2.9.1.6. Rapid Prototype Model 2.9.1.7. Romiszowski Model 2.9.1.8. Syracuse Model 2.9.1.9. Diamond Model 2.9.1.10. Gagne, Briggs and Wager Model 2.9.2. Virtual Reality and Instructional Design Models 2.9.2.1. Chen's Model
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