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dc.contributor.authorKöhler, Thomas
dc.contributor.authorMünster, Sander
dc.contributor.authorSchlenker, Lars
dc.date.accessioned2021-02-03T17:20:20Z
dc.date.available2021-02-03T17:20:20Z
dc.date.issued2015
dc.identifier.urihttp://dl.gi.de/handle/20.500.12116/35030
dc.description.abstractThe development of educational technologies under the concept of Virtual reality (VR) is neither a core issue in academic education nor in applied research publications, although potential exists. With the goal of closing this gap, the authors investigate possibilities of VR in teaching and training. Whether we can speak of a new didactic technique and if certain smart communities adopt such is investigated through three cases. Our focus is on who the target audience is, what requirements need to be considered, and how this manifests in the teachers' activity. Subsequently, a starting point for a target group-oriented design of virtual reality in higher education is provided.en
dc.language.isoen
dc.relation.ispartofWorkshop Gemeinschaften in Neuen Medien (GeNeMe) 2015
dc.subjectVirtual Reality
dc.subjectBildungstechnologie
dc.subjectintelligente Community
dc.subjectakademische Ausbildung
dc.subjectFallstudie
dc.titleSmart communities in virtual reality. A comparison of design approaches for academic educationen
dc.typeText/Conference Paper
mci.reference.pages25-38


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