Useful Readings & Links
- Ai-Lim Lee, E., Wong, K. and Fung, C., (2010). ‘How does desktop virtual reality enhance learning outcomes? A structural equation modeling approach’ in Computers & Education, [online] 55(4), pp.1424-1442. Available at: <https://www-sciencedirect-com.ezproxy.brighton.ac.uk> [Accessed 20 June 2019].
- Bailenson, N., J., et al., (2008). ‘The Use of Immersive Virtual Reality in the Learning Sciences: Digital Transformations of Teachers, Students, and Social Context’ in Journal of the Learning Sciences, [online] 17, pp. 102-141. Available at: <https://www-tandfonline-com.ezproxy.brighton.ac.uk/doi/full/10.1080/10508400701793141> [Accessed 20 June 2019].
- Barab, S., et al. (2007). ‘The Quest Atlantis Project: A socially-responsive play space for learning’ in B. E. Shelton & D. Wiley (Eds.), The Design and Use of Simulation Computer Games in Education, [PDF] Rotterdam, The Netherlands: Sense Publishers, pp. 153-180. Available at <https://www.researchgate.net/publication/242406487> [Accessed 20 May 2019].
- Bayes-Brown, G., 2017. Oxford Academics ‘Engage’ Virtual Reality Distance Learning At CES – Oxford University Innovation, [online] Oxford University Innovation. Available at: <https://innovation.ox.ac.uk/news/oxford-academics-engage-virtual-reality/> [Accessed 20 June 2019].
- BHCC, (2018). Annual Report 2017/2018: Greater Brighton Economic Board. [PDF] Brighton & Hove City Council, pp.1-26. Available at: <https://present.brighton-hove.gov.uk/Published/C00000855/M00008117/AI00067750/> [Accessed 20 June 2019].
- BHCC, (2018). ‘Creative Industries Workspace in Brighton & Hove 2007-2017: Final Report’ in BHCC Arts & Creative Industries Unit. [online] Brighton & Hove City Council, pp. 2-79. Available at: <https://www.brighton-hove.gov.uk/sites/brighton-hove.gov.uk/files/downloads/ldf/BHCC_Creative_Workspace_Study_March_08.pdf> [Accessed 20 June 2019].
- Brighton Fuse, (2013). The Brighton Fuse Final Report. [PDF] Brighton Fuse, pp. 1-79. Available at: <http://www.brightonfuse.com/wp-content/uploads/2013/10/The-Brighton-Fuse-Final-Report.pdf> [Accessed 20 June 2019].
-
Bumford, M., (2017). How Mixed Reality is Shaping the Future of Education, [online]
Kazendi.com. Available at: <https://www.kazendi.com/blog/how-mixed-reality-is-shaping-the-future-of- education> [Accessed 20 June 2019]. - Burdea, G., C., and Coiffet, P., (2005). ‘Virtual reality technology (2nd edn)’ in Computer Animation and Virtual Worlds, [online] 16(5), pp.559-560. Available at: <https://onlinelibrary-wiley-com.ezproxy.brighton.ac.uk/doi/abs/10.1002/cav.60> [Accessed 20 June 2019].
- Butler, A., (2018). Integrating Virtual Reality Into Education At The University Of Melbourne – Scientific Scribbles. [online] Blogs.unimelb.edu.au. Available at: <https://blogs.unimelb.edu.au/sciencecommunication/2018/10/09/integrating-virtual-reality-into-education-at- the-university-of-melbourne/> [Accessed 20 June 2019].
- Campbell, G., A., Hoo, D., Santiago, K., and Mangina, E., (2016) ‘Future Mixed Reality Educational Spaces’ in Future Technologies Conference (FTC). [online] IEEE, pp. 1088-1093. Available at: <http://ieeexplore.ieee.org.ezproxy.brighton.ac.uk/stamp/stamp.jsp?tp=&arnumber=7821738> [Accessed 20 June 2019].
- Centre for Innovation | Leiden University, (2019). Leiden University Starts VR Experiments For Education. [online] Available at: <https://www.centre4innovation.org/news/leiden-university-starts-vr-experiments-for-education> [Accessed 20 June 2019].
- Cipresso, P., et al., (2018). ‘The Past, Present, and Future of Virtual and Augmented Reality Research: A Network and Cluster Analysis of the Literature’ in Frontiers in Psychology, [online] 9, pp.1-20. Available at: <https://doaj.org/article/53c4dec1406241ca8b4af00eaf7fb709> [Accessed 20 June 2019].
- Crosier, K., J., Cobb, G., V., S., and Wilson, R., J., (2000) ‘Experimental Comparison of Virtual Reality with Traditional Teaching Methods for Teaching Radioactivity’ in Education and Information Technologies, [online] Research Gate. Netherlands: Kluwer Academic Publishers, 5(4), pp. 329-343. Available at: <https://link.springer.com/article/10.1023/A:1012009725532> [Accessed 20 June 2019].
- Cunningham, D., & Duffy, T. (1996). ‘Constructivism: Implications for the design and delivery of instruction’ in Handbook of Research for Educational Communications and Technology, [PDF] pp. 1- 31. Available at: <http://homepages.gac.edu/~mkoomen/edu241/constructivism.pdf> [Accessed 20 June 2019].
- Dalgarno, B., and Lee, M., J., (2010). ‘What are the learning affordances of 3-D virtual environments?’ in British Journal of Educational Technology, [online] 4(1), pp. 10-32. Available at: <https://onlinelibrary-wiley-com.ezproxy.brighton.ac.uk/doi/full/10.1111/j.1467-8535.2009.01038.x> [Accessed 20 June 2019].
-
Dovey, J., et al., (2016). ‘Creative Hubs: Understanding the New Economy’ in The Creative Hubs Report 2016. [online] British Council, pp. 4-95. Available at: <https://creativeconomy.britishcouncil.org/resources/creative-hubs-understanding-new-economy/> [Accessed 20 June 2019].
- Fernandez, M., (2017). ‘Augmented-Virtual Reality: How to improve education systems’ in Higher Learning Research Communications, [online] 7(1), pp.1-15. Available at: <https://hlrcjournal.com/index.php/HLRC/article/view/373> [Accessed 20 June 2019].
- Fineman, B., (2017). Real Applications Of Virtual & Augmented Reality In Education | Ben Fineman, Internet2. [presentation] Available at: <https://internet2.app.box.com/v/ubtech-vr> [Accessed 20 June 2019].
- Fowler, C., (2015). ‘Virtual Reality and Learning: Where is the Pedagogy?’ in British Journal of Educational Technology, [online] British Educational Research Association, 46(2), pp. 412-422. Available at: <https://onlinelibrary-wiley-com.ezproxy.brighton.ac.uk/doi/full/10.1111/bjet.12135> [Accessed 20 June 2019].
- Gardner, R., M., and Sheaffer, W., W., (2017). ‘Systems to Support Co-Creative Collaboration in Mixed- Reality Environments’ in Liu et al., (eds) ‘Virtual, Augment and Mixed Reality in Education’ in Smart Computing and Intelligence Series. Springer Nature Singapore Pte Ltd, pp. 157-178.
- Hu Au, E. and Lee, J., (2017). ‘Virtual reality in education: a tool for learning in the experience age’ in International Journal of Innovation in Education, [online] 4(4), pp.215-226. Available at: <https://www.researchgate.net/publication/324704089> [Accessed 20 June 2019].
- Innovate UK, (2018). The Immersive Economy In The UK The Growth Of Virtual, Augmented And Mixed Reality Technologies. [PDF] ImmerseUK.org, pp.4-51. Available at: <https://www.immerseuk.org/wp-content/uploads/2018/05/Immersive_Technologies_PDF_lowres.pdf> [Accessed 20 June 2019].
- Kavanagh, S., et al., (2017). ‘A Systematic Review of Virtual Reality in Education’ in Themes in Science & Technology Education, [online] 10(2), pp.85-119. Available at: <https://eric.ed.gov/?id=EJ1165633> [Accessed 20 June 2019].
- Krokos, E., Plaisant, C. and Varshney, A., (2018). ‘Virtual memory palaces: immersion aids recall’ in Virtual Reality, [PDF] 23(1), pp.1-15. Available at: <https://link.springer.com/content/pdf/10.1007%2Fs10055-018-0346-3.pdf> [Accessed 20 June 2019].
- Ligorio, M. B., & Van Veen, K. (2006). ‘Constructing a successful cross-national virtual learning environment in primary and secondary education’ in AACE Journal, [online] 14(2), pp. 103-128. Available at: <https://www.learntechlib.org/primary/p/6224/> [Accessed 20 June 2019].
- Liu, D., et al., (eds.) (2017). ‘Virtual, Augment and Mixed Reality in Education’ in Smart Computing and Intelligence Series. Springer Nature Singapore Pte Ltd, pp. 1-245.
- Martirosov, S. and Kopecek, P., (2017). ‘Virtual Reality and its Influence on Training and Education – Literature Review’ in DAAAM Proceedings, [PDF] DAAAM International, pp.0708-0717. Available at: <https://www.daaam.info/Downloads/Pdfs/proceedings/proceedings_2017/100.pdf> [Accessed 20 June 2019].
- Mateos-Garcia, J., and Bakhshi, H., (2016). The Geography of Creativity in the UK: Creative clusters, creative people and creative networks. [online] Nesta.org.uk, pp. 4-41. Available at: <https://www.nesta.org.uk/report/the-geography-of-creativity-in-the-uk/> [Accessed 20 June 2019].
- Mikropoulos, A., T., and Natsis, A., (2011). ‘Educational virtual environments: A ten-year review of empirical research (1999–2009)’ in Computer & Education, [online] 56(3), pp. 769- 780. Available at: <https://www-sciencedirect-com.ezproxy.brighton.ac.uk/science/article/pii/S0360131510003052> [Accessed 20 June 2019].
- Paas, F., Renkl, A., and Sweller, J., (2003). ‘Cognitive Load Theory and Instructional Design: Recent Developments’ in Educational Psychologist, [online] 38(1), pp. 1-4. Available at: <https://www-tandfonline-com.ezproxy.brighton.ac.uk/doi/abs/10.1207/S15326985EP3801_1> [Accessed 20 June 2019].
- Pantelidis, S., V., (2009). ‘Reasons to Use Virtual Reality in Education and Training Courses and a Model to Determine When to Use Virtual Reality’ in Themes In Science And Technology Education, [online] 2(1), pp. 59-70. Available at: <https://files.eric.ed.gov/fulltext/EJ1131313.pdf> [Accessed 20 June 2019].
- Pan, Z., et al., (2006). ‘Virtual reality and mixed reality for virtual learning environments’ in Computers & Graphics, [online] 30(1), pp.20-28. Available at: <https://www-sciencedirect-com.ezproxy.brighton.ac.uk/science/article/pii/S0097849305002025> [Accessed 20 June 2019].
- Patera, M., Draper, S., and Naef, M., (2008). ‘Exploring magic cottage: a virtual reality environment for stimulating children’s imaginative writing Interactive’ in Journal of Interactive Learning Environments [online] Routledge, 16 (3), pp. 245-263. Available at: <https://www-tandfonline-com.ezproxy.brighton.ac.uk/doi/full/10.1080/10494820802114093> [Accessed 20 June 2019].
- Project Zero, 2018. EcoLearn. [online] Ecolearn.gse.harvard.edu. Available at: <http://ecolearn.gse.harvard.edu> [Accessed 20 June 2019].
- PwC, (2018). Growing VR/AR Companies In The UK: A Business And Legal Handbook. [PDF] London: Digital Catapult, pp.1-102. Available at:<https://assets.ctfassets.net/nubxhjiwc091> [Accessed 20 June 2019].
- Reinsmith-Jones, K., Kibbe, S., Crayton, T. and Campbell, E., (2015) ‘Use of Second Life in Social Work Education: Virtual World Experiences and Their Effect on Students’ in Journal of Social Work Education, [online] 51(1), pp.90-108. Available at: <https://wwwtandfonlinecom.ezproxy.brighton.ac.uk/doi/abs/10.1080> [Accessed 20 June 2019].
- Robertson, J. and Despa, J., (2006). ‘Ghostwriter: Educational Drama and Presence in a Virtual Environment’ in Journal of Computer-Mediated Communication, [online] 8(1), pp. 0-0. Available at: <https://onlinelibrary.wiley.com/doi/abs/10.1111/j.1083> [Accessed 20 June 2019].
-
Tech City UK, (2017). Tech Nation 2017: At the Forefront of Global Digital Innovation. [PDF] Tech City UK, pp. 2-115. Available at: <https://technation.io/wp-content/uploads/2018/04/Tech_City_2017_report_full_web.pdf> [Accessed 20 June 2019].
- Tech City UK, (2019). Tech Nation Report 2019: UK Tech on The Global Stage. [online] Technaiton.io. Available at: <https://technation.io/report2019/#introduction> [Accessed 20 June 2019].
- Technavio, (2018) Global VR In Education Sector Market 2017-2021, [online] Technavio.com. Available at: <https://www.technavio.com/report/global-vr-in-education-sector-market> [Accessed 20 June 2019].
- TED.com, (2015). Michael Bodekaer | Tedxcern: This Virtual Lab Will Revolutionise Science Class. Available at <https://www.ted.com/talks/michael_bodekaer_this_virtual_lab_will_revolutionize> [Accessed 20 June 2019].
- TEDx Talks, (2016). Will Virtual And Augmented Reality Move Us Into The Knowledge Age? | Zenka | TEDxJacksonHole. Available at: <https://www.youtube.com/watch?time_continue=915&v=2FA-IuDTMjE> [Accessed 20 June 2019].
- VirtualiTeach, (2019). Virtualiteach | #CPDinVR. [online] Available at: <https://www.virtualiteach.com/cpd-in-vr> [Accessed 20 June 2019].
- Wiredsussex.com, (2019). Directory – VR/AR/ Mixed Reality – Wired Sussex. [online] Available at: <https://www.wiredsussex.com/directory/> [Accessed 20 June 2019].
- Wallgrün, J., et al., (2017) ‘A Framework For Low-Cost Multi-Platform VR And AR Site Experiences’ in ISPRS – International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences, [online] XLII-2/W8, pp.263- 270. Available at: <https://doaj.org/article/10d78338196c4d138b10421c98663370> [Accessed 20 June 2019].
- Walsh, K., (2017). Real Uses Of Virtual Reality In Education: How Schools Are Using VR | Emerging Education Technologies. [online] Emergingedtech.com. Available at: <https://www.emergingedtech.com/2017/06/real- uses-of-virtual-reality-in-education-how-schools-are-using-vr/> [Accessed 20 June 2019].