Interdisciplinary Perspectives on Virtual Place-Based Learning

Sonraí bibleagrafaíochta
Údar corparáideach: SpringerLink (Online service)
Rannpháirtithe: Lansiquot, Reneta D. (Eagarthóir), MacDonald, Sean P. (Eagarthóir)
Achoimre:XV, 166 p. 18 illus., 16 illus. in color.
text
Teanga:Béarla
Foilsithe / Cruthaithe: Cham : Springer International Publishing : Imprint: Palgrave Pivot, 2019.
Eagrán:1st ed. 2019.
Ábhair:
Rochtain ar líne:https://doi.org/10.1007/978-3-030-32471-1
Formáid: Leictreonach LEABHAR

MARC

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245 1 0 |a Interdisciplinary Perspectives on Virtual Place-Based Learning  |h [electronic resource] /  |c edited by Reneta D. Lansiquot, Sean P. MacDonald. 
250 |a 1st ed. 2019. 
264 1 |a Cham :  |b Springer International Publishing :  |b Imprint: Palgrave Pivot,  |c 2019. 
300 |a XV, 166 p. 18 illus., 16 illus. in color.  |b online resource. 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
347 |a text file  |b PDF  |2 rda 
505 0 |a 1. Situating Interdisciplinary Place-Based Learning as a High-Impact Educational Practice -- 2. Virtual Place-Based Learning in Interdisciplinary Contexts: A Psychological Perspective and a Review -- 3. Virtual Reality as a Pedagogical Tool for Interdisciplinarity and Place-Based Education -- 4. Information Literacy in Place-Based Interdisciplinary Teaching and Learning -- 5. Visualization and Analysis of Environmental Data -- 6. Mapping Urban Performance Culture: A Common Ground for Architecture and Theater -- 7. Using Virtual Reality as a Tool for Field-Based Learning in the Earth Sciences -- 8. Non-Fiction Virtual Reality Stories of Emigration: Points of Viewing and Creating for the Classroom -- 9. Computational Thinking and the Role-Playing Classroom: A Case for Game-Based Learning in an Interdisciplinary Context. 
520 |a This book explores how virtual place-based learning and research has been interpreted and incorporated into learning environments both within and across disciplinary perspectives. Contributing authors highlight the ways in which they have employed a variety of methodologies to engage students in the virtual exploration of place. In the process, they focus on the approaches they have used to bring the real world closer through virtual exploration. Chapters examine how the resources of the urban environment have been tapped to design student research projects within the context of an interdisciplinary course. In this way, authors highlight how virtual place-based learning has employed the tools of mapping and data visualization, information literacy, game design, digital storytelling, and the creation of non-fiction VR documentaries. This book makes a valuable contribution to the literature, offering a model of how the study of place can be employed in creative ways to enhance interdisciplinary learning. 
650 0 |a Educational technology. 
650 0 |a Education  |x Curricula. 
650 0 |a Sociology, Urban. 
650 0 |a Computer games  |x Programming. 
650 0 |a Education, Higher. 
650 1 4 |a Digital Education and Educational Technology. 
650 2 4 |a Curriculum Studies. 
650 2 4 |a Urban Sociology. 
650 2 4 |a Game Development. 
650 2 4 |a Higher Education. 
700 1 |a Lansiquot, Reneta D.  |e editor.  |4 edt  |4 http://id.loc.gov/vocabulary/relators/edt 
700 1 |a MacDonald, Sean P.  |e editor.  |4 edt  |4 http://id.loc.gov/vocabulary/relators/edt 
710 2 |a SpringerLink (Online service) 
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