dc.contributor.author | Javidi, Giti | |
dc.date.accessioned | 8/12/2013 14:35 | |
dc.date.available | 8/12/2013 14:35 | |
dc.date.issued | 1999 | |
dc.identifier.uri | https://hdl.handle.net/20.500.12799/1523 | |
dc.description.abstract | One 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.iso | en | es_ES |
dc.publisher | University of South Florida | es_ES |
dc.subject | Aprendizaje en línea | es_ES |
dc.subject | Realidad virtual | es_ES |
dc.subject | Tecnología de la información | es_ES |
dc.title | Virtual Reality and Education | es_ES |
dc.type | Working Paper | es_ES |