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Challenges and Research in Virtual Worlds and Augmented Reality in the Educational Field

Challenges and Research in Virtual Worlds and Augmented Reality in the Educational Field
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Author(s): Felipe Becker Nunes (Federal University of Rio Grande do Sul, Brazil), Fabrício Herpich (Federal University of Rio Grande do Sul, Brazil), Maria Angélica Figueiredo Oliveira (Federal University of Rio Grande do Sul, Brazil)and Kelly Hannel (Federal University of Rio Grande do Sul, Brazil)
Copyright: 2021
Pages: 21
Source title: Handbook of Research on Teaching With Virtual Environments and AI
Source Author(s)/Editor(s): Gianni Panconesi (Esplica, Italy)and Maria Guida (National Institute for Documentation, Innovation, and Educational Research, Italy)
DOI: 10.4018/978-1-7998-7638-0.ch016

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Abstract

New technologies and opportunities to modernize and make teaching more dynamic emerge, as well as to switch from the ordinary traditional teaching method to a different format, which makes the student the protagonist of the construction of his knowledge. It is precisely in this context that new forms of use of technology in the educational field emerge, among which are the virtual worlds (MV) and augmented reality (AR), which are the objects of analysis in this chapter. Taking the basic premises on these topics, this chapter aims to help the reader understand the process of development and application of virtual worlds and augmented reality in education in order to discuss the inherent difficulties, practicalities, advantages, challenges, and trends. Thus, this chapter aimed to present the reader with the importance of reflecting on this context, seeking to show how each of these technologies has been applied in the educational field, being based on reports of empirical and academic experiences of the authors and other researchers.

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