Digital Innovation Lab Loanable Equipment - Werklund School of Education
Digital innovation is a focus globally, a key to societal progress, and a strategic target area for the University of Calgary. The Digital Innovation Lab at the Werklund School of Education encompasses the Digital Creation Studio space, loanable technolog
Overview of Virtual Reality (VR) in the Classroom
Virtual reality (VR) in the classroom uses immersive digital environments to let students explore places, systems, or scenarios in a hands-on way. Through VR, learners can take virtual field trips, interact with simulations, and experience content in ways that extend beyond what is possible in a traditional classroom.
Virtual Reality Resources
-
The Immersive Classroom : Create Customized Learning Experiences with AR/VR by Donally, Jaime
ISBN: 9781564848536Publication Date: 2021Discover the possibilities of immersive technology to deepen student engagement; activate learning through hunts, breakouts and labs; and explore global collaboration. Our classrooms are full of individuals who learn in diverse ways, and educators need creative teaching approaches to enrich learning for struggling students. When applied effectively, immersive technology in teaching can target students' interests, provide flexibility for a range of skill levels and empower students' choice in their learning. The Immersive Classroom highlights the possibilities of immersive technology to make a greater impact and reach all student populations. The book: Provides step-by step instructions for how to mix individual tools to create an ecosystem of immersive technology. Offers examples from leading educators who have implemented the tools and techniques discussed, giving readers easy-to-implement takeaways they can incorporate in their classrooms right away. Features robust case studies from leaders in the field as well as student examples of immersive technology to support the topics discussed. With this book, readers gain insights into customizing tools through app hacking and app smashing, and discover how pushing the use of augmented reality (AR) and virtual reality (VR) tools beyond their intended purpose can maximize their benefits, helping meet the needs of all students -
Virtual Reality in Curriculum and Pedagogy by Erica Southgate
ISBN: 1000064484Publication Date: 2020-04-23Virtual Reality in Curriculum and Pedagogy explores the instructional, ethical, practical, and technical issues related to the integration of immersive virtual reality (VR) in school classrooms. The book's original pedagogical framework is informed by qualitative and quantitative data collected from the first-ever study to embed immersive VR in secondary school science, ICT, and drama classrooms. Students and scholars of technology-enhancing learning, curriculum design, and teacher education alike will find key pedagogical insights into leveraging the unique properties of VR for authentic, metacognitive, and creative learning. -
Transforming Education with Virtual Reality
by
Reena Malik (Editor); Ambuj Sharma (Editor); Prashant Chaudhary (Editor)
ISBN: 1394200498Publication Date: 2024-02-21TRANSFORMING 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.
- Last Updated: Dec 4, 2025 4:04 PM
- URL: https://libguides.ucalgary.ca/digitalinnovationlab
- Print Page