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003 DE-He213
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020 _a9783030324711
024 7 _a10.1007/978-3-030-32471-1
_2doi
040 _cМУБИС
050 4 _aLB1028.3
072 7 _aJNV
_2bicssc
072 7 _aEDU039000
_2bisacsh
072 7 _aJNV
_2thema
082 0 4 _a371.33
_223
245 1 0 _aInterdisciplinary Perspectives on Virtual Place-Based Learning
_h[electronic resource] /
_cedited by Reneta D. Lansiquot, Sean P. MacDonald.
250 _a1st ed. 2019.
264 1 _aCham :
_bSpringer International Publishing :
_bImprint: Palgrave Pivot,
_c2019.
300 _aXV, 166 p. 18 illus., 16 illus. in color.
_bonline resource.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _atext file
_bPDF
_2rda
505 0 _a1. 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 _aThis 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 _aEducational technology.
650 0 _aCurriculums (Courses of study).
650 0 _aEducation—Curricula.
650 0 _aSociology, Urban.
650 0 _aComputer games—Programming.
650 0 _aHigher education.
650 1 4 _aTechnology and Digital Education.
_0https://scigraph.springernature.com/ontologies/product-market-codes/O47000
650 2 4 _aCurriculum Studies.
_0https://scigraph.springernature.com/ontologies/product-market-codes/O15000
650 2 4 _aUrban Studies/Sociology.
_0https://scigraph.springernature.com/ontologies/product-market-codes/X22250
650 2 4 _aGame Development.
_0https://scigraph.springernature.com/ontologies/product-market-codes/I29040
650 2 4 _aHigher Education.
_0https://scigraph.springernature.com/ontologies/product-market-codes/O36000
700 1 _aLansiquot, Reneta D.
_eeditor.
_4edt
_4http://id.loc.gov/vocabulary/relators/edt
700 1 _aMacDonald, Sean P.
_eeditor.
_4edt
_4http://id.loc.gov/vocabulary/relators/edt
710 2 _aSpringerLink (Online service)
773 0 _tSpringer Nature eBook
776 0 8 _iPrinted edition:
_z9783030324704
776 0 8 _iPrinted edition:
_z9783030324728
776 0 8 _iPrinted edition:
_z9783030324735
856 4 0 _uhttps://doi.org/10.1007/978-3-030-32471-1
942 _2ddc
_cEBOOK