•  
  •  
 

Abstract

It is estimated that by 2021, revenue from virtual reality systems could reach two hundred and fifteen billion dollars (Reyes, 2017). The leading investors in virtual reality systems include some of the largest technology companies: Facebook, Google, and Microsoft. This increased revenue spending has influenced and continues to influence improvements in virtual reality systems. As these new advances emerge, it is imperative that policymakers, educators and instructional designers consider the fusion of pedagogy and technology when using virtual reality systems.

Share

COinS
 
 

To view the content in your browser, please download Adobe Reader or, alternately,
you may Download the file to your hard drive.

NOTE: The latest versions of Adobe Reader do not support viewing PDF files within Firefox on Mac OS and if you are using a modern (Intel) Mac, there is no official plugin for viewing PDF files within the browser window.