
more on VR in instruction
References
Alexander, B., Ashford-Rowe, K., Barajas-Murphy, N., Dobbin, G., Knott, J., McCormack, M., . . . Weber, N. (2019). EDUCAUSE Horizon Report: 2019 Higher Education Edition. Louisville, CO: EDUCAUSE. Retrieved from https://library.educause.edu/resources/2019/4/2019-horizon-report
AMD. (2017). Cultivating new levels of student engagement through virtual reality. Retrived from https://www.amd.com/Documents/vr-in-the-classroom-case-study.pdf
AMD. (2017, July 26). VR in education [Video file]. Retrieved from https://youtu.be/GJW2i5urzVk
Anzalone, C. (2017). Virtual reality simulates classroom environment for aspiring teachers. Retrieved from https://ed.buffalo.edu/teaching/news-events/features/vr-teaching-simulator.html
Bailey, J. O. & Bailenson, J. N. (2017) Considering virtual reality in children’s lives, Journal of Children and Media, 11:1, 107-113, DOI:10.1080/17482798.2016.1268779. Retrieved from http://dx.doi.org/10.1080/17482798.2016.1268779
Baird, D. E. (2018). Virtual reality as a pathway to learning. Retrieved from https://virtualrealitypop.com/virtual-reality-as-a-pathway-to-learning-50500a89857c
Becker, S. A., Brown, M., Dahlstrom, E., Davis, A., DePaul, K., Diaz, V., & Pomerantz, J. (2018). NMC Horizon Report: 2018 Higher Education Edition. Louisville, CO: EDUCAUSE. Retrieved from https://library.educause.edu/~/media/files/library/2018/8/2018horizonreport.pdf
Bellini, H., Chen, W., Sugiyama, M., Shin, M., Alam, S., & Takayama, D. (2016). Profiles in Innovation: Virtual & Augmented Reality. New York, NY: The Goldman Sachs Group, Inc. Retrieved from https://www.goldmansachs.com/insights/pages/technology-driving-innovation-folder/virtual-and-augmented-reality/report.pdf
Benefits Of Using Virtual Reality In The Classroom - ReadWrite. (2018, March 20). Retrieved from https://readwrite.com/2018/03/20/benefits-using-virtual-reality-classroom
Beqiri, G., & Barnard, D. (2018). VR for Soft Skills Training. Retrieved from https://virtualspeech.com/resources/whitepaper/vr-soft-skills-training-whitepaper.pdf
Bonasio, A. (2016). New frontiers. Retrieved from https://edtechdigest.blog/2016/05/19/new-frontiers/
Brown, J. S., Collins, A., & Duguid, P. (1989). Situated Cognition and the Culture of Learning. Educational Researcher, 18(1), 32. doi:10.2307/1176008
Business Wire. (2019, March 18). Perkins Coie's Third Augmented and Virtual Reality Survey Shows Surging Hopes for Immersive Technology ? but Barriers to Adoption Remain [Web log post]. Retrieved from https://www.apnews.com/Business%20Wire/e114e46be97b468ba8bd1cad04d2fb6e
Caulfield, P. (2019, March 11). Virtual reality puts crane operators in the air without actually being there [Web log post]. Retrieved from https://canada.constructconnect.com/joc/news/technology/2019/03/virtual-reality-puts-crane-operators-air-without-actually
Clark, T. (2014). How Palmer Luckey created Oculus Rift. Retrieved from https://www.smithsonianmag.com/innovation/how-palmer-luckey-created-oculus-rift-180953049/
Craig, E., & Georgieva, M. (2018). VR and AR: The ethical challenges ahead. Retrieved from https://er.educause.edu/blogs/2018/4/vr-and-ar-the-ethical-challenges-ahead
Dell Inc. (2016). Dell & Intel Future Workforce Study Global Report. Retrieved from https://www.emc.com/collateral/analyst-reports/dell-future-workfoce-study-global.pdf
Dormehl, L. (2017). 8 virtual reality milestones that took it from sci-fi to your living room. Retrieved from https://www.digitaltrends.com/cool-tech/history-of-virtual-reality/
Dotson, K. (2019, February 28). Talespin launches 'virtual human? VR training environment to teach soft skills [Web log post]. Retrieved from https://siliconangle.com/2019/02/28/talespin-launches-virtual-human-vr-training-environment-teach-interpersonal-skills
EdTech Roundtable (2017, December 9). Tech talk roundtable 5-10: Learning in VR the RAT model [Audio podcast]. Retrieved from https://21clradio.com/tech-talk-roundtable-5-10-learning-vr-rat-model/
Fade, Lorne. (2019). How businesses today are implementing virtual and augmented reality. Retrieved from https://www.forbes.com/sites/theyec/2019/01/03/how-businesses-today-are-implementing-virtual-and-augmented-reality/#1400e77d38e5
Friedlander, B. (2018). Eating with your eyes: Virtual reality can alter taste. Retrieved from https://news.cornell.edu/stories/2018/09/eating-your-eyes-virtual-reality-can-alter-taste
Gagliordi, N. (2019, January 19). Walmart deploys 17,000 Oculus Go headsets to train its employees [Web log post]. Retrieved from https://www.zdnet.com/article/walmart-deploys-17000-oculus-go-headsets-to-train-its-employees
Harbridge, S. (2017). Virtual reality in the classroom: The benefits and the barriers. Retrieved from https://www.teachwire.net/news/virtual-reality-in-the-classroom-the-benefits-and-the-barriers
Hicks, P. (2016). The pros and cons of using virtual reality in the classroom: eLearning industry. eLearning Industry. Retrieved from https://elearningindustry.com/pros-cons-using-virtual-reality-in-the-classroom
Hollender, A. (2019) Kosmos Looks To Establish K-12 School That Exists Entirely In VR - VRScout. Retrieved from https://vrscout.com/news/kosmos-k-12-school-exists-in-vr/#
How virtual reality is changing education. (2016). Retrieved from https://www.nbnco.com.au/blog/education/how-vr-is-changing-education
Hughes, J. A. (2019). R.A.T. model. Retrieved from https://techedges.org/r-a-t-model/
Incao, J. (2018). How VR is transforming the way we train associates. Retrieved from https://blog.walmart.com/innovation/20180920/how-vr-is-transforming-the-way-we-train-associates
Johansson, A. (2018, April 17). 9 Ethical Problems with VR We Still Have to Solve [Web log post]. Retrieved from https://thenextweb.com/contributors/2018/04/18/9-ethical-problems-vr-still-solve/
Johnson, L., Becker, S. A., Cummins, M., Estrada, V., Freeman, A., & Hall, C. (2016). NMC Horizon Report: 2016 Higher Education Edition. Austin, Texas: The New Media Consortium. Retrieved from http://cdn.nmc.org/media/2016-nmc-horizon-report-he-EN.pdf
Keane, J. (2019, March 2). Overcoming the 'trough of disillusionment': How VR and AR are finding their second wind [Web log post]. Retrieved from https://fora.ie/vr-ar-ireland-4519119-Mar2019/
Koehler, M. K. (2019). TPACK.org. Retrieved from http://www.tpack.org/
Koehler, M. J., & Mishra, P. (2009). What is technological pedagogical content knowledge?
Contemporary Issues in Technology and Teacher Education, 9(1), 60-70. Retrieved from https://www.citejournal.org/volume-9/issue-1-09/general/what-is-technological-pedagogicalcontent-knowledge/
Koke, A. M., & Guest-Scott, A. (2016). How virtual reality could change the way students experience education. Retrieved from https://edtechmagazine.com/higher/article/2016/11/how-virtual-reality-could-change-way-students-experience-education
Lee, W. (2019, January 15). VR gets reality check with significant decline in investment. Retrieved from Science X website: https://phys.org/news/2019-01-vr-reality-significant-decline-investment.html
Lerman, J. (n.d.). Virtual reality and augmented reality network. Retrieved from https://www.scoop.it/topic/virtual-reality-augmented-reality-toward-building-imagination-and-empathy
LinkedIn's 2018 Workplace Learning Report. (2018). Retrieved from Linkedin.com website: https://learning.linkedin.com/resources/workplace-learning-report-2018
Moore, S. (2017, March 10). The Legal Reality Of Virtual Reality [Web log post]. Retrieved from https://www.forbes.com/sites/schuylermoore/2017/03/10/the-legal-reality-of-virtual-reality/#2fd06c012049
New Media Consortium. (2007). The Horizon Report: 2007 Edition. Austin, TX: The New Media Consortium. Retrieved from https://library.educause.edu/resources/2007/1/2007-horizon-report
Oculus VR. (2017). Oculus Education partners with research institutions to explore VR’s impact on learning outcomes. Retrieved from https://www.oculus.com/blog/oculus-education-partners-with-research-institutions-to-explore-vrs-impact-on-learning-outcomes/?locale=en_US
Open Media Foundation. (2017, March 24). Teacher of the year: Sean Wybrant [Video file]. Retrieved from https://youtu.be/m2cnrEvmOxY
Parrish, K. (2018). Pricing and lack of content are still barriers against the adoption of VR. Retrieved from https://www.digitaltrends.com/computing/vr-pros-see-pricing-and-content-as-mainstream-barriers/
Passut, J. (2018). Q&A with VR innovator Kris Hupp on the best ways to bring tech to schools. Retrieved from https://edtechmagazine.com/k12/article/2018/09/qa-vr-innovator-kris-hupp-best-ways-bring-tech-schools
Pettey, C. (2018). 3 reasons why VR and AR are slow to take off. Retrieved from https://www.gartner.com/smarterwithgartner/3-reasons-why-vr-and-ar-are-slow-to-take-off/
Petursson, H. V. (2018). The virtual reality dream is dying. Retrieved from https://theoutline.com/post/6443/virtual-reality-dream-is-dead-hype-oculus-rift-facebook-playstation?zd=1&zi=3kdlltmp
Reality Bytes: Virtual Reality and K-12 Education. (2017, October 9). Retrieved from https://www.k12blueprint.com/news/reality-bytes-virtual-reality-and-k-12-education
Roy, S. (2018, December 14). AR & VR is revolutionizing enterprise training [Web log post]. Retrieved from https://techhq.com/2018/12/ar-vr-is-revolutionizing-enterprise-training/
Ruddle, R. (2004). The effect of environment characteristics and user interaction on levels of virtual environment sickness. IEEE Virtual Reality 2004. doi:10.1109/vr.2004.1310067
Sahin, I. (2006). Detailed review of Rogers’ diffusion of innovations theory and educational technology-related studies based on Rogers’ theory. The Turkish Online Journal of Educational Technology, 5(2), 14-23. Retrieved from https://www.researchgate.net/publication/284675572_Detailed_review_of_Rogers'_diffusion_of_innovations_theory_and_educational_technology-related_studies_based_on_Rogers'_theory
Sapp, C. (2015). How virtual reality can close learning gaps in your classroom. Retrieved from https://www.edsurge.com/news/2015-09-07-how-virtual-reality-can-close-learning-gaps-in-your-classroom
Scrogan, L. (2018). Vision, VR and Discomfort: An Educational Audit [Web log post]. Retrieved from https://www.displaydaily.com/article/display-daily/vision-vr-and-discomfort-an-educational-audit
Sinclair, B., & Gunhouse, G. (2016). The promise of virtual reality in higher education. Retrieved from https://er.educause.edu/articles/2016/3/the-promise-of-virtual-reality-in-higher-education
SweViver. (2018, October 21). New VR Flight Sim 2018: FlyInside Flight Simulator on Pimax 8K & 5K+ with Leap Motion Hand Tracking [Video file]. Retrieved from https://www.youtube.com/watch?v=QyOfWEMG-H4
Talespin. (2019, February 28). Talespin's Virtual Human Technology [Video file]. Retrieved from https://youtu.be/ADeVS9sOyQY
Thompson, C. (2017). Stereographs were the original virtual reality. Retrieved from https://www.smithsonianmag.com/innovation/sterographs-original-virtual-reality-180964771/
University at Buffalo. (2017, June 27). UB’s ‘flight simulator’ for teachers [Video file]. Retrieved from https://youtu.be/TLdB69DqgfQ
VICELAND. (2017, June 21). Beyond the frame: The new classroom [Video file]. Retrieved from https://youtu.be/zGGVYT0cMHg
Vincent-Lancrin, S., et al. (2019). Measuring Innovation in Education 2019: What Has Changed in the Classroom? Paris: OECD Publishing. https://doi.org/10.1787/9789264311671-en
Walsh, K. (2015). 8 examples of transforming lessons through the SAMR cycle. Retrieved from https://www.emergingedtech.com/2015/04/examples-of-transforming-lessons-through-samr/