Inclusive Virtual Reality in Education: Applying the STEAM Approach to Ease the Learning of Students with Disabilities.
Alejandro Moreno-CruzJaime Muñoz ArteagaJulio César Ponce GallegosCésar Alberto Collazos OrdóñezAdriana Lorena Iñiguez-CarrilloPublished in: CISETC (2023)
Keyphrases
- virtual reality
- university level
- virtual reality technology
- learning process
- educational environment
- formal education
- elementary school
- mobile learning
- engineering education
- web based learning
- virtual environment
- blended learning
- learning sciences
- special education
- educational systems
- lifelong learning
- e learning
- information literacy
- classroom teaching
- educational settings
- problem based learning
- educational experiences
- distance education
- distance learning
- computer graphics
- virtual learning environments
- teaching methods
- junior high school
- augmented reality
- computer science education
- online learning
- virtual world
- primary school
- higher education
- high school students
- young students
- post secondary
- three dimensional
- virtual laboratory
- secondary school
- digital games
- computer assisted instruction
- cooperative learning
- learning community
- learning analytics
- student learning
- teacher education
- serious games
- design studio
- learning activities
- learning disabled