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

Stok Kodu:
9786257106719
Boyut:
14x21
Sayfa Sayısı:
83
Baskı:
1
Basım Tarihi:
2020-07
Kapak Türü:
Ciltsiz
Kağıt Türü:
1. Hamur
%10 indirimli
140,00TL
126,00TL
Taksitli fiyat: 12 x 13,40TL
Havale/EFT ile: 123,48TL
Temin süresi 6 gündür.
9786257106719
417630
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
126.00

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
2.9.2.2. Hanson and Shelton's Model
2.9.2.3. Goodwin et al. Instructional Design Model
2.9.2.4. Instructional Design Model of Salzman
2.9.2.5. Lee and Dalgarno's 3D Virtual Learning
Environment Model
2.9.3. Instructional Design Conducted in the titled
‘Research of the Effectiveness of Virtual Reality
Technology in Basic Technical Skill Learning: The Example
of Table Tennis' Doctoral Dissertation
References

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12 13,40    160,79   
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Tek Çekim 126,00    126,00   
3 45,90    137,69   
6 24,23    145,39   
9 17,01    153,10   
12 13,40    160,79   
Bonus Kartlar
Taksit Sayısı Taksit tutarı Genel Toplam
Tek Çekim 126,00    126,00   
3 45,90    137,69   
6 24,23    145,39   
9 17,01    153,10   
12 13,40    160,79   
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Tek Çekim 126,00    126,00   
3 45,90    137,69   
6 24,23    145,39   
9 17,01    153,10   
12 13,40    160,79   
Maximum Kartlar
Taksit Sayısı Taksit tutarı Genel Toplam
Tek Çekim 126,00    126,00   
3 45,90    137,69   
6 24,23    145,39   
9 17,01    153,10   
12 13,40    160,79   
World Kartlar
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Tek Çekim 126,00    126,00   
3 45,90    137,69   
6 24,23    145,39   
9 17,01    153,10   
12 13,40    160,79   
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Tek Çekim 126,00    126,00   
3 -    -   
6 -    -   
9 -    -   
12 -    -   

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
2.9.2.2. Hanson and Shelton's Model
2.9.2.3. Goodwin et al. Instructional Design Model
2.9.2.4. Instructional Design Model of Salzman
2.9.2.5. Lee and Dalgarno's 3D Virtual Learning
Environment Model
2.9.3. Instructional Design Conducted in the titled
‘Research of the Effectiveness of Virtual Reality
Technology in Basic Technical Skill Learning: The Example
of Table Tennis' Doctoral Dissertation
References

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