ArticleAuthors: Matt Cook; Zack Lischer-Katz (2020)
Today’s virtual reality (VR) technologies enable students to traverse
immersive learning environments populated with highly
engaging course content that closely resembles real-world
artifacts and sites, scientific specimens, and otherwise
inaccessible training scenarios. The relative affordability of the
latest generation of VR hardware has further increased the
uptake of VR across academic, but careful consideration must
be given to how the technology is deployed for classroom
use. This paper draws on a range published research literature,
and the authors’ experiences implementing VR in an academic
library, to present guidelines and case studies that can be
used by library...