LEADER 04406nam 22006735 450 001 9910364945103321 005 20200702063444.0 010 $a3-030-32471-0 024 7 $a10.1007/978-3-030-32471-1 035 $a(CKB)4100000010013850 035 $a(MiAaPQ)EBC5996836 035 $a(DE-He213)978-3-030-32471-1 035 $a(EXLCZ)994100000010013850 100 $a20191212d2019 u| 0 101 0 $aeng 135 $aurcnu|||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aInterdisciplinary Perspectives on Virtual Place-Based Learning /$fedited by Reneta D. Lansiquot, Sean P. MacDonald 205 $a1st ed. 2019. 210 1$aCham :$cSpringer International Publishing :$cImprint: Palgrave Pivot,$d2019. 215 $a1 online resource (178 pages) 311 $a3-030-32470-2 327 $a1. 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. 330 $aThis 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. 606 $aEducational technology 606 $aCurriculums (Courses of study) 606 $aEducation?Curricula 606 $aSociology, Urban 606 $aComputer games?Programming 606 $aHigher education 606 $aTechnology and Digital Education$3https://scigraph.springernature.com/ontologies/product-market-codes/O47000 606 $aCurriculum Studies$3https://scigraph.springernature.com/ontologies/product-market-codes/O15000 606 $aUrban Studies/Sociology$3https://scigraph.springernature.com/ontologies/product-market-codes/X22250 606 $aGame Development$3https://scigraph.springernature.com/ontologies/product-market-codes/I29040 606 $aHigher Education$3https://scigraph.springernature.com/ontologies/product-market-codes/O36000 615 0$aEducational technology. 615 0$aCurriculums (Courses of study). 615 0$aEducation?Curricula. 615 0$aSociology, Urban. 615 0$aComputer games?Programming. 615 0$aHigher education. 615 14$aTechnology and Digital Education. 615 24$aCurriculum Studies. 615 24$aUrban Studies/Sociology. 615 24$aGame Development. 615 24$aHigher Education. 676 $a371.3346 676 $a794.815 702 $aLansiquot$b Reneta D$4edt$4http://id.loc.gov/vocabulary/relators/edt 702 $aMacDonald$b Sean P$4edt$4http://id.loc.gov/vocabulary/relators/edt 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910364945103321 996 $aInterdisciplinary Perspectives on Virtual Place-Based Learning$92511921 997 $aUNINA