| 000 | 03625cam a2200457 i 4500 | ||
|---|---|---|---|
| 001 | 22897846 | ||
| 003 | CSPC | ||
| 005 | 20260303162524.0 | ||
| 008 | 221209s2023 nyua b 001 0 eng | ||
| 010 | _a 2022055309 | ||
| 020 | _a9781440878978 | ||
| 035 | _a22897846 | ||
| 040 |
_aDLC _beng _erda _cDLC _dDLC |
||
| 042 | _apcc | ||
| 050 | 0 | 0 |
_aZ678.93.S53 _bV35 2023 |
| 082 | 0 | 0 |
_a025.5 _bV239m _223/eng/20230106 |
| 100 | 1 |
_aValk, Alison, _eauthor. |
|
| 245 | 1 | 0 |
_aMaking virtual reality a reality : _bdesigning educational initiatives in libraries with emerging technologies / _cAlison Valk, Ximin Mi, and Ashley L. Schick. |
| 264 | 1 |
_aNew York ; _aLondon : _bBloomsbury Libraries Unlimited, _c2023. |
|
| 300 |
_ax, 189 pages : _billustrations ; _c24 cm. |
||
| 336 |
_atext _btxt _2rdacontent |
||
| 337 |
_aunmediated _bn _2rdamedia |
||
| 338 |
_avolume _bnc _2rdacarrier |
||
| 504 | _aIncludes bibliographical references and index. | ||
| 505 | 0 | _aMaking virtual reality a reality -- Getting started where you are: needs assessments and resource evaluation -- Technology design and decisions: refine your technology solutions -- Student-centric research projects: learning models that fit students' interests and skills -- Sustaining community through peer learning and partnerships -- Clearing the hurdles: initiating programs that utilize emerging technologies. | |
| 520 |
_a"Walks readers through the key components of developing library-led research and programming that leverages emerging technologies with the goal of engaging students and faculty"-- _cProvided by publisher. |
||
| 520 |
_a"As educational curricula and research evolve to include advanced technologies, libraries must offer programming with these emerging technologies in mind, including the use of virtual reality (VR) and augmented reality (AR). Valk, Mi, and Schick present readers with tools for assessing their level of organizational readiness to begin such programs and, more importantly, how to sustain them with limited budgets, expertise, and resources.Building on their own experiences, the authors teach readers how to develop technology-rich classes, assess student projects, and overcome technical hurdles. They spotlight this kind of programming as integral to building strategic partnerships in an educational environment. Readers will learn how to adapt and design programs or initiatives in which the necessary technologies are rapidly changing, not only in higher education institutions, but also in K-12 schools. Worksheets and resources assist readers in reflecting on their own work and developing educational programming to suit their organizational needs"-- _cProvided by publisher. |
||
| 650 | 0 |
_aVirtual reality _xLibrary applications. |
|
| 650 | 0 |
_aLibraries _xActivity programs. |
|
| 650 | 0 | _aLibraries and education. | |
| 650 | 0 | _aVirtual reality in education. | |
| 650 | 7 |
_aLANGUAGE ARTS & DISCIPLINES / Library & Information Science / Digital & Online Resources _2bisacsh |
|
| 650 | 7 |
_aCOMPUTERS / Virtual & Augmented Reality _2bisacsh |
|
| 700 | 1 |
_aMi, Ximin, _eauthor. |
|
| 700 | 1 |
_aSchick, Ashley L., _eauthor. |
|
| 776 | 0 | 8 |
_iOnline version: _aValk, Alison. _tMaking virtual reality a reality _dNew York : Bloomsbury Libraries Unlimited, 2023 _z9781440878985 _w(DLC) 2022055310 |
| 906 |
_a7 _bcbc _corignew _d1 _eecip _f20 _gy-gencatlg |
||
| 942 |
_2ddc _cBK _h025.5 _iV239m _kCIR _m2023 _n0 _e23 |
||
| 999 |
_c31947 _d31947 |
||