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dc.contributor.authorKlopper, Christopher
dc.contributor.authorBurt, Malcolm
dc.contributor.editorAnne Horsted, Paul Bartholomew, John Branch, Claus Nygaard
dc.description.abstractThis chapter contributes to the book New Innovations in Teaching and Learning in Higher Education by showing how we incorporate cutting-edge technology into mainstream programs of study in higher education. The chapter details the deployment of virtual reality in higher education and illustrates how the principles of andragogy, or adult learning theory, are closely aligned with the practice. This chapter appropriates the definition of virtual reality (VR) as a technology that provides participants with "a head-mounted display that allows them to see a digital world, matching the video image to the movement of the guest's head" (Younger, 2016:532) and the utility of andragogy as the art and science of adult learning (Kearsley, 2010). We contend that designing and delivering VR learning experiences founded in adult learning theory not only appeals to the adult learner but also ensures active participation in the learning 1 process and the motivation for learners to imbibe information, rather than just simply memorise.
dc.publisherLibri Publishing
dc.publisher.placeUnited Kingdom
dc.relation.ispartofbooktitleNew Innovations in Teaching and Learning in Higher Education 2017
dc.subject.fieldofresearchTeacher Education and Professional Development of Educators
dc.titleVirtual reality in the classroom and the mandate to bring edutainment to adult learners
dc.typeBook chapter
dc.type.descriptionB2 - Chapters (Other)
dc.type.codeB - Book Chapters
gro.hasfulltextNo Full Text
gro.griffith.authorKlopper, Christopher
gro.griffith.authorBurt, Malcolm

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