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Virtual Reality in Higher Education: Instruction for the Digital Age contains eight chapters of graduate student research about how virtual reality is being used in institutions of higher education in specific areas of education, training, and athletic recruitment.
This book fulfills a need for planning in higher education due to the impending impact of ten twenty-first century technologies: 3D printing, artificial intelligence, autonomous vehicles, bitcoin/blockchain, genome development: agricultural, genome: medical, internet of things, nanotechnology, personal robots, and quantum computing.
This book gives educators a view into the kinds of methods to use in the twenty-first century. Higher Education will need to make a transition from what is accepted practice today, to what will become successful methods in the near future. The new emphasis places the student in the center of the educational process.
This book describes technologies that will impact community colleges and universities in the near future.
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