04406nam 22006735 450 991036494510332120200702063444.03-030-32471-010.1007/978-3-030-32471-1(CKB)4100000010013850(MiAaPQ)EBC5996836(DE-He213)978-3-030-32471-1(EXLCZ)99410000001001385020191212d2019 u| 0engurcnu||||||||txtrdacontentcrdamediacrrdacarrierInterdisciplinary Perspectives on Virtual Place-Based Learning /edited by Reneta D. Lansiquot, Sean P. MacDonald1st ed. 2019.Cham :Springer International Publishing :Imprint: Palgrave Pivot,2019.1 online resource (178 pages)3-030-32470-2 1. 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.This 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.Educational technologyCurriculums (Courses of study)Education—CurriculaSociology, UrbanComputer games—ProgrammingHigher educationTechnology and Digital Educationhttps://scigraph.springernature.com/ontologies/product-market-codes/O47000Curriculum Studieshttps://scigraph.springernature.com/ontologies/product-market-codes/O15000Urban Studies/Sociologyhttps://scigraph.springernature.com/ontologies/product-market-codes/X22250Game Developmenthttps://scigraph.springernature.com/ontologies/product-market-codes/I29040Higher Educationhttps://scigraph.springernature.com/ontologies/product-market-codes/O36000Educational technology.Curriculums (Courses of study).Education—Curricula.Sociology, Urban.Computer games—Programming.Higher education.Technology and Digital Education.Curriculum Studies.Urban Studies/Sociology.Game Development.Higher Education.371.3346794.815Lansiquot Reneta Dedthttp://id.loc.gov/vocabulary/relators/edtMacDonald Sean Pedthttp://id.loc.gov/vocabulary/relators/edtMiAaPQMiAaPQMiAaPQBOOK9910364945103321Interdisciplinary Perspectives on Virtual Place-Based Learning2511921UNINA