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Utilizing Virtual Reality Technology for Interactive Library Instruction in Library Science Education

 

Table Of Contents


Chapter ONE

: Introduction 1.1 Introduction
1.2 Background of Study
1.3 Problem Statement
1.4 Objectives of Study
1.5 Limitations of Study
1.6 Scope of Study
1.7 Significance of Study
1.8 Structure of the Thesis
1.9 Definition of Terms

Chapter TWO

: Literature Review 2.1 Overview of Library Science Education
2.2 Virtual Reality Technology in Education
2.3 Interactive Instruction in Libraries
2.4 Benefits of Virtual Reality in Education
2.5 Challenges of Implementing VR in Education
2.6 Previous Studies on VR in Library Instruction
2.7 Current Trends in Library Science Education
2.8 Role of Technology in Modern Libraries
2.9 Pedagogical Strategies in Library Education
2.10 Future Directions in Library Science Education

Chapter THREE

: Research Methodology 3.1 Research Design
3.2 Sampling Method
3.3 Data Collection Techniques
3.4 Data Analysis Methods
3.5 Research Instrumentation
3.6 Ethical Considerations
3.7 Pilot Study
3.8 Validity and Reliability of Data

Chapter FOUR

: Discussion of Findings 4.1 Overview of Research Findings
4.2 Analysis of Data
4.3 Comparison with Literature Review
4.4 Implications of Findings
4.5 Recommendations for Practice
4.6 Suggestions for Future Research
4.7 Limitations of the Study

Chapter FIVE

: Conclusion and Summary 5.1 Summary of Findings
5.2 Conclusion
5.3 Contributions to Library Science Education
5.4 Implications for Educators and Practitioners
5.5 Recommendations for Further Research
5.6 Conclusion Remarks

Thesis Abstract

Abstract
This thesis explores the integration of Virtual Reality (VR) technology in library science education to enhance interactive library instruction. The study aims to investigate the potential benefits, challenges, and implications of using VR technology in library education settings. The research methodology involved a comprehensive literature review, a qualitative study, and data analysis to explore the impact of VR technology on student learning outcomes and engagement in library instruction. The findings reveal that the use of VR technology in library science education can provide immersive and interactive learning experiences, improve information literacy skills, and enhance student engagement and motivation. However, challenges such as access to VR equipment, technical support, and faculty training need to be addressed to ensure successful implementation. The study concludes with recommendations for integrating VR technology effectively in library science education to enhance interactive instruction and improve student learning outcomes. This research contributes to the growing body of knowledge on the use of VR technology in educational settings and provides insights for educators, librarians, and researchers interested in leveraging technology to enhance teaching and learning in library science education.

Thesis Overview

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