VR and conceptual understanding -- The importance of VR lesson guide -- Cooperative learning and VR -- Social VR and education -- VR and art education -- VR and puzzle games -- VR and the S.T.E.M. curriculum -- VR and story-telling -- VR for health and wellness -- VR and Social Studies.
Summary:
"VR should be used as a medium to help students bridge the gap between knowledge and concepts"-- Provided by publisher.
This resource is supported by the Institute of Museum and Library Services under the provisions of the Library Services and Technology Act as administered by State Library of Iowa.