دسترسی نامحدود
برای کاربرانی که ثبت نام کرده اند
برای ارتباط با ما می توانید از طریق شماره موبایل زیر از طریق تماس و پیامک با ما در ارتباط باشید
در صورت عدم پاسخ گویی از طریق پیامک با پشتیبان در ارتباط باشید
برای کاربرانی که ثبت نام کرده اند
درصورت عدم همخوانی توضیحات با کتاب
از ساعت 7 صبح تا 10 شب
ویرایش: 1 نویسندگان: Melody Bowdon (editor), Kevin Yee (editor), William Dorner (editor) سری: ISBN (شابک) : 1032354283, 9781032354286 ناشر: Routledge سال نشر: 2023 تعداد صفحات: 367 زبان: English فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود) حجم فایل: 18 مگابایت
در صورت تبدیل فایل کتاب Ethical Considerations of Virtual Reality in the College Classroom: Cross-Disciplinary Case Studies of Immersive Technology Implementation به فرمت های PDF، EPUB، AZW3، MOBI و یا DJVU می توانید به پشتیبان اطلاع دهید تا فایل مورد نظر را تبدیل نمایند.
توجه داشته باشید کتاب ملاحظات اخلاقی واقعیت مجازی در کلاس درس کالج: مطالعات موردی بین رشته ای پیاده سازی فناوری فراگیر نسخه زبان اصلی می باشد و کتاب ترجمه شده به فارسی نمی باشد. وبسایت اینترنشنال لایبرری ارائه دهنده کتاب های زبان اصلی می باشد و هیچ گونه کتاب ترجمه شده یا نوشته شده به فارسی را ارائه نمی دهد.
Cover Half Title Title Page Copyright Page Table of Contents Acknowledgments List of Contributors Section One: Introduction Chapter 1: Exploring the Intersection of Pedagogy and Ethics in the Use of VR/XR in Higher Education Scope of This Volume Ethical Frameworks VR, Ethics, and Education Review of VR (and Adjacent) Technology A Note Regarding Terminology Advice from the Authors: Practical Strategies for Success Overview of the Chapters Insights from the Editors: XR Implementation in Higher Education Bibliography Chapter 2: Extended Reality, Pedagogy, and the Ethics of Embodiment Introduction Selected Guiding Theories Critical Race Theory Feminist Theory Black Feminist Thought Feminist Media Studies Queer Theory Feminist Disability Theories Pedagogical Considerations Questions to Guide XR Use in Pedagogical Contexts Questions to Discuss with Students Questions for Instructors and Creators’ Consideration References Section Two: The Case Studies Chapter 3: Teaching Conscientious Design: How Learning VR Development Can Lead to Greater Understanding of Sustainability Introduction Serious Games Sustainability The Fisherman’s Dilemma Game Mechanics Existing VR Projects Related to Sustainability Course Structure Student Outcomes Robo Crop: A VR Game about Sustainable Farming Tacological: A Sustainable Food Truck Management Sim AdvocaSea: Clean the Ocean Conclusion Special Thanks Note References Chapter 4: Virtual Reality Technology in Norwegian Teacher Education: Creating an Innovative Experience or Another Academic Elite? Introduction VR Technology in Education Vygotskian Sociocultural Theory and VR Technology Concluding Reflections Note References Chapter 5: Technology Sunset, Can We Pivot? Introduction The Course The Technology Implementation of VR in the course Ethical Considerations of Student-Created iVR Learning Outcomes Assessment Class Presentations Technology Sunset and Pivot Ethics, Education and Sunset of Technology References Chapter 6: Building Student Capacity and Disciplinary Identity in an Immersive Media Course at a Small Liberal Arts College Introduction Part One: Designing the Course Honoring Identity Outcome One: Develop a Historical Perspective and Understand the Developmental Process of Immersive Media Respecting and Cultivating Autonomy Outcome Two: Construct Multifaceted Artistic Samples and Exercises Using Best Practice and Artist-led Techniques Building Personal Capacity through Collaboration Addressing Accessibility Considering Material and Economic Concerns Creating an Equitable Learning Space Outcome Three: Recognize the Complex and Multifaceted Toolset Available to the Immersive Media Practitioner and Design Artwork as Required Teaching Tools to Support Intellectual Agility Creating an Equitable and Inclusive History Outcome Four: Analyze and Interpret Core Practitioners of Immersive Media Design Recognizing Students’ Ethical Reservations and Privacy Concerns Outcome Five: Articulate a Written and Visual Response to Core Immersive Media Practices and Performance Promoting Effective Communication Part Two: Implementation of XR in the Course The Student Experience Assessing Learning Outcomes Learning and Assessment Challenges Part Three: The Ethical Challenges of Teaching and Using Immersive Media in the Classroom Appendix A References Chapter 7: Enacting Equity and Ethics through VR in the Public Speaking Classroom: The Virtual Martin Luther King Project Introduction Brief Overview of the Source, Origin, and Purpose of VR Used in This Course Using VR in the Public Speaking Classroom to Achieve Course Objectives Related to Advocacy and Community Implementation of VR in the Public Speaking Course: Affect and Immersion Assessment of Learning Outcomes Implications for Ethical Uses of VR in the Classroom: Lessons from the vMLK VR Experience References Chapter 8: Using Virtual Reality to Immerse Students in the Middle Passage: Ethics, Challenges, and Benefits Introduction Ethics and the VR Middle Passage Experience Dehumanization Seeing the Unseen: Understandings of the Middle Passage Learning about the Middle Passage Simulation Design Benefits and Limits of the Middle Passage Simulation Benefits Drawbacks Conclusions Acknowledgments Notes References Chapter 9: Virtual Perception and the Accessible Implementation of VR/AR Technology in Psychology Education Motivation for Use of VR/AR Systems Implementation of VR/AR Systems in the Classroom Ethical Concerns Learning Outcomes and Other Impacts Lessons Learned References Chapter 10: A Virtual Reality App Created with CoSpaces : Student Perceptions and Attitudes Introduction Overview Exploration of the Potential of EUD Tools The VR Environments Created with EUD Tools Description of the VR App Created Using CoSpaces Students’ Evaluation of the App’s Learning and Motivational Potential Learning Potential of the 360°-Sightseeing Tour App Motivational potential of the 360°-Sightseeing Tour app Students’ Evaluation: Pros and Cons of Using the App VR and Discussion of Ethics Conclusions Acknowledgments References Chapter 11: Access and Opportunity: Removing Barriers to a Discipline through Virtual Field Work Motivation to Incorporate XR in Classes Implementation of VR in Classroom Environment and Activity Description Virtual Reality Development and Workflow Implementation in the Classroom Implications Assessment Learning Objectives Student Engagement and Satisfaction Lessons Learned Backwards Design of VFT Based on Learning Objectives Developing and Implementing VR in the Classroom Takes Time and Mentorship VFT Conditions dVR and iVR Are Functionally Equivalent Ideas to Improve Environment Exploration Next Steps Utilizing VFTs as Summative and Formative Assessments Individual and Collaborative Skill Building in VR Spatial Reasoning and Frame of Reference VFTs as a Tool to Pre-visit and Revisit Field Areas Implications for Future Use Pedagogical Ethics Inclusion and Access Training Opportunity Broadening Participation Conclusions References Chapter 12: Conemaugh River Immersive Experience: A 360° Virtual Biology Field Trip The Course Pedagogical Goals of Project Description of Project Utilization of the Project in Class Results Implications for the Future Balancing Ethical Considerations: Accessibility and Experience Reflections on Ethical Dimensions of Virtual Reality as a Teaching Tool References Chapter 13: Pros, Cons, and Considerations of Implementing Live Virtual Reality in Medical Education Introduction Background Current Approach Implementation Equipment Setup Airway Intubation Instruction Assessment of Learning Outcomes and VR Experience Ethical Implications and Considerations Conclusion Appendix A: Experiment Details Participants Procedure Note References Chapter 14: Digital Dinosaurs: Bringing Dinosaurs Back to Life with VR/AR in the College Classroom Curriculum Lectures Labs Devices and Content Reflection on Ethics Geoethics Intellectual Property Physical Psychological Hygiene Privacy Accessibility Access to Technology Technological Literacy Conclusions References Chapter 15: Ethical Considerations in Using Virtual Reality to Support Competency-Based Education in Social Work Course Contexts and Aims for Using VR in Social Work Education Course Implementation VR Experience Supporting an Ethical VR Experience Approach to Evaluating Learning Outcomes Outcome Measures and Data Analysis Results Teaching and Learning Outcomes and Implications References Chapter 16: Mission, Morals and the Metaverse: How Morehouse College is Transforming Undergraduate Education in the Sciences and Humanities with Virtual Reality Introduction Creating Morehouse in the Metaverse Integrating VR with Student-Centered Pedagogy and Collaboration Across Campus Curriculum Development Biology Chemistry History Cross-Disciplinary VR Survey Response from Students in Men’s Health Course Conclusions Acknowledgments References Section Three: Further Explorations Chapter 17: Boundaries, Informed Consent, and Learning Introduction Challenges and Opportunities of Hyper-realistic VR Informing Students—Consent, Warnings, and Deception Information and Warnings Deception Consent and Settings Expectations Consent Autonomy Ethical Duty Beyond Consent: Oversight and Regulation Privacy Conclusion References Chapter 18: Post-qualitative Virtuality: Assembling Reality as New Material for Teaching and Learning Introduction The Context Background: Creepy Tree Houses A Digital Campfire: Interrogating the Design of Learning Spaces Metaverse Revolution or Re-booting the Status Quo of Power Relations? Ghost Curricula: XR as a Semiotic Space Conclusion References Chapter 19: Ethical, Moral, and Philosophical Challenges of Creating and Evaluating the Impact of Virtual Reality Experiences Positionality Self-disclosure From Realism to Narrative Competence Moral Repair and Witnessing The Dilemma of Compassion Biomedical Hegemony and Complicit Self-erasure Self-care of Making and Neuroplasticity Parting Thoughts References Index