1. ChapterIntroduction2. ChapterVirtual Reality2.1. Concept of Virtual Reality2.2. Historical Development of Virtual Reality2.3. Virtual Reality System2.3.1. Classification of Virtual Reality Systems2.3.1.1. Fully-Immersive Systems2.3.1.1.1. HTC VIVE2.3.1.2. Semi-Immersive Systems2.3.1.3. Non-Immersive Systems2.3.1.4. Virtual Reality Headsets2.3.1.4.1. Head-Mounted Display Headsets (HMD)2.3.1.4.2. Mobile Based Virtual Reality2.4. Virtual Reality and Learning2.4.1. Advantages of Virtual Reality in Education2.4.1.5. Realism2.4.1.6. Entertainment2.4.1.7. Motivation2.4.1.8. Effectiveness2.4.1.9. Practicality2.4.1.10. Opportunity to Repeat2.4.1.11. Instructive2.4.1.12. Time2.4.1.13. Variation2.4.1.14. Experience2.4.1.15. Place2.5. Virtual Reality and Physical Activity2.6. Studies on Virtual Reality2.7. Virtual Reality and Learning Theories2.8. Virtual Reality and Constructivism2.9. Instructional Design2.9.1. Instructional Design Models2.9.1.1. Dick and Carey Model2.9.1.2. Hannafin and Peck Model2.9.1.3. Knirk and Gustafson Model2.9.1.4. Jerrold Kemp Model2.9.1.5. Gerleach and Ely Model2.9.1.6. Rapid Prototype Model2.9.1.7. Romiszowski Model2.9.1.8. Syracuse Model2.9.1.9. Diamond Model2.9.1.10. Gagne, Briggs and Wager Model2.9.2. Virtual Reality and Instructional Design Models2.9.2.1. Chen’s Model2.9.2.2. Hanson and Shelton’s Model2.9.2.3. Goodwin et al. Instructional Design Model2.9.2.4. Instructional Design Model of Salzman2.9.2.5. Lee and Dalgarno’s 3D Virtual LearningEnvironment Model2.9.3. Instructional Design Conducted in the titled‘Research of the Effectiveness of Virtual RealityTechnology in Basic Technical Skill Learning: The Exampleof Table Tennis’ Doctoral DissertationReferences
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