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McLellan, H.
(1996). Virtual Realities. In Kozma, R. B. (Ed.), Handbook of
Research for Educational Communications and Technology, Section
II: Hard Technologies: Media-Related Research. pp. 457-487.
IN: Association for Educational Communications and Technology.

Virtual Realities
is an article that presents the characteristics, origins, applications
to education, and trends of this set of educational technologies.
I will focus on its characteristics and applications to education.
Virtual realities facilitate the process of people to deal with
information. The author defines it as a "class of computer-controlled
multisensory communication technology" on which individuals
use their senses to interact with information. On this technology,
information is dynamic and immediate. By means of computers, an
environment is created where users feel immersed. The most important
fact is that information must be presented in a way that people
can get engage with any of their senses.
In our modern society, being competitive requires a quick management
and application of information. As a result, new software and equipment
is designed to accomplish this objective. Industry needs informed
employees to deal with everyday work and problems. Employees must
be train continuously, quickly, and with the information that is
really needed. Employers can see training as time losted because
it is not used to do work. They are investing in time, which means
money, and in training costs. Thus, virtual realities are an excellent
resource to supply the needs of a competitive industry.
Virtual realities also help college students to keep on track. Today
students are used to play video games that relate them to virtual
realities. There are a lot of things where they can be applied.
For example, consider that you have to teach electronics technology
students how electrons and holes behave when a voltage is applied
to a semiconductor like a diode and what happens if the voltage
is increased or if polarity is changed. It is time consuming and
very difficult to explain in a blackboard. A module where students
change different parameters, immediately see the responses and hear
electrons moving can improve their understanding and reduce the
time required on the learning process. Understanding, on any field,
is improved when learners interact with information.
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