ABSTRACT

Ethical Considerations of Virtual Reality in the College Classroom collects case studies that address both pedagogical and ethical foundations of extended reality tools in postsecondary learning environments across disciplines. With today’s institutional programs and faculty leveraging cutting-edge virtual, augmented, and mixed reality opportunities to teach and promote achievement goals, it is imperative that new research into these technologies speaks directly to their challenges and affordances within broad academic settings. This book showcases real-world examples of faculty members who chronicle and develop their use of VR tools across learning contexts and student populations by creating their own digital experiences, adapting open-source tools, integrating commercial products, amplifying crucial course content, analyzing outcomes data, and more. Nontechnical readers will come away with a new understanding of key terms and concepts associated with virtual reality and essential heuristics for evaluating the ethical implications of immersive approaches.

part Section Two|242 pages

The Case Studies

chapter 3|19 pages

Teaching Conscientious Design

How Learning VR Development Can Lead to Greater Understanding of Sustainability

chapter 4|13 pages

Virtual Reality Technology in Norwegian Teacher Education

Creating an Innovative Experience or Another Academic Elite?

chapter 8|19 pages

Using Virtual Reality to Immerse Students in the Middle Passage

Ethics, Challenges, and Benefits

chapter 10|16 pages

A Virtual Reality App Created with CoSpaces

Student Perceptions and Attitudes

chapter 11|21 pages

Access and Opportunity

Removing Barriers to a Discipline through Virtual Field Work

chapter 12|14 pages

Conemaugh River Immersive Experience

A 360° Virtual Biology Field Trip

chapter 14|23 pages

Digital Dinosaurs

Bringing Dinosaurs Back to Life with VR/AR in the College Classroom

chapter 16|21 pages

Mission, Morals and the Metaverse

How Morehouse College is Transforming Undergraduate Education in the Sciences and Humanities with Virtual Reality

part Section Three|46 pages

Further Explorations