Search the World's Largest Database of Information Science & Technology Terms & Definitions
InfInfoScipedia LogoScipedia
A Free Service of IGI Global Publishing House
Below please find a list of definitions for the term that
you selected from multiple scholarly research resources.

What is Peripheral Participation

Implementing Augmented Reality Into Immersive Virtual Learning Environments
Putting someone into a situation where the activity mimics their real-world activities and provide a productive learning activity.
Published in Chapter:
Immersive Virtual Reality in Sports: Coaching and Training
Trone Jackson II (Capella University, USA)
DOI: 10.4018/978-1-7998-4222-4.ch008
Abstract
This chapter aims to show how immersive virtual reality headsets can impact sports by providing an immersive virtual learning environment that implements immersive learning, learning by doing, and immediate feedback to ensure the development of coaches and players in sports. This chapter will describe how immersive virtual reality simulations are used on virtual reality headsets and discuss the learning theories that lead to transferring skills from a virtual world to the real world. Immersive learning simulations require coaches and player to recreate live sporting events to make split decisions. This chapter will examine how creating virtual coaching and playing environments that mirror real in-game emotions, real in-game immediacy, and the pressures to make the correct split-second decisions. Additionally, the chapter reviews research of the cognitive sciences to understand how AR simulations can accelerate new skills acquisition.
Full Text Chapter Download: US $37.50 Add to Cart
eContent Pro Discount Banner
InfoSci OnDemandECP Editorial ServicesAGOSR