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Application of Virtual and Augmented Reality for Training and Mentoring of Higher Education Instructors

Application of Virtual and Augmented Reality for Training and Mentoring of Higher Education Instructors

Doo Hun Lim, Soo Jeoung Han, Jihye Oh, Chang Sung Jang
ISBN13: 9781522563228|ISBN10: 1522563229|EISBN13: 9781522563235
DOI: 10.4018/978-1-5225-6322-8.ch015
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MLA

Lim, Doo Hun, et al. "Application of Virtual and Augmented Reality for Training and Mentoring of Higher Education Instructors." Handbook of Research on Virtual Training and Mentoring of Online Instructors, edited by Jared Keengwe, IGI Global, 2019, pp. 325-344. https://doi.org/10.4018/978-1-5225-6322-8.ch015

APA

Lim, D. H., Han, S. J., Oh, J., & Jang, C. S. (2019). Application of Virtual and Augmented Reality for Training and Mentoring of Higher Education Instructors. In J. Keengwe (Ed.), Handbook of Research on Virtual Training and Mentoring of Online Instructors (pp. 325-344). IGI Global. https://doi.org/10.4018/978-1-5225-6322-8.ch015

Chicago

Lim, Doo Hun, et al. "Application of Virtual and Augmented Reality for Training and Mentoring of Higher Education Instructors." In Handbook of Research on Virtual Training and Mentoring of Online Instructors, edited by Jared Keengwe, 325-344. Hershey, PA: IGI Global, 2019. https://doi.org/10.4018/978-1-5225-6322-8.ch015

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Abstract

The purpose of this chapter is to specify various notions of virtual reality (VR) and augmented reality (AR) including the historical development and illustrate how they are applied to train and mentor instructors in higher education settings. This study also presents various industry-wide examples of utilizing VR and AR for training and education. Benefits and limitations of using VR and AR in academic settings are discussed as well. Additionally, this study provides up to date VR and AR applications that can be adopted in training and mentoring instructors of higher education. Based on a comparative analysis of available technologies, the authors suggest possible future research to improve existing practices in the use of AR and VR in training and mentoring instructors in higher education settings.

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