2020
DOI: 10.1080/10691316.2021.1898511
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Toward new creative services: a case study in building a virtual reality classroom in an academic library

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Cited by 6 publications
(2 citation statements)
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“…Although VR has shown great potential for classroom modernization (Atli et al, 2021), active learning (Sams & Leither, 2021), better learning motivation, learning outcomes, and positive impacts on students' achievement scores (Liou & Chang, 2018), it is still very rarely applied in the classroom and continues to face challenges that need to be overcome to ensure feasibility for schools (Holly et al, 2021). As classroom leaders, teachers may be wary of issues that circumvent the comprehensive implementation of VR, such as user complexity compared to desktops (Holly et al, 2021) and cybersickness (Sagnier et al, 2020).…”
Section: Introductionmentioning
confidence: 99%
“…Although VR has shown great potential for classroom modernization (Atli et al, 2021), active learning (Sams & Leither, 2021), better learning motivation, learning outcomes, and positive impacts on students' achievement scores (Liou & Chang, 2018), it is still very rarely applied in the classroom and continues to face challenges that need to be overcome to ensure feasibility for schools (Holly et al, 2021). As classroom leaders, teachers may be wary of issues that circumvent the comprehensive implementation of VR, such as user complexity compared to desktops (Holly et al, 2021) and cybersickness (Sagnier et al, 2020).…”
Section: Introductionmentioning
confidence: 99%
“…Although VR has shown great potential for modernization (Atli et al, 2021), active learning (Sams & Leither, 2021), better learning motivation, learning outcomes, and positive impacts on students' achievement scores (Liou & Chang, 2018), it is still very rarely applied in the classroom and continues to face challenges that need to be overcome to ensure feasibility for schools (Holly et al, 2021). As classroom leaders, teachers may be wary of issues that circumvent wide implementation of VR, such as user complexity compared to desktops (Holly et al, 2021) and cybersickness (Sagnier et al, 2020).…”
Section: Introductionmentioning
confidence: 99%