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dc.contributor.authorJavidi, Giti
dc.date.accessioned8/12/2013 14:35
dc.date.available8/12/2013 14:35
dc.date.issued1999
dc.identifier.urihttps://hdl.handle.net/20.500.12799/1523
dc.description.abstractOne of the challenges in working with instructional media is that developers and educators are confronted with a rapidly moving target in terms of information technology’s capabilities. The business and entertainment sectors are driving a fast- paced evolution of the devices people have in their workplaces and homes. Researchers and educators are scrambling to assess the potential, develop pedagogical strategies, create instructional materials, and implement a school- based infrastructure for today’s technologies— only to find that computers and communications are “morphing” into new media of even greater power. Students of today experience a society and a workplace that is entirely different from those that their parents faced. To allow educational tools to fall behind the pace of technological advance is to sell out a generation of learners.es_ES
dc.language.isoenes_ES
dc.publisherUniversity of South Floridaes_ES
dc.subjectAprendizaje en líneaes_ES
dc.subjectRealidad virtuales_ES
dc.subjectTecnología de la informaciónes_ES
dc.titleVirtual Reality and Educationes_ES
dc.typeWorking Paperes_ES


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