Abstract

In recent years many schools have begun to incorporate virtual reality tools and programs into their curriculum. This paper relates the results of a library pilot project on the usefulness of virtual reality headsets and programming for graduate students studying physical therapy and medicine. Authors review the existing literature on virtual reality use in education with a specific focus on libraries. This information is incorporated into lessons learned by researchers regarding hardware and software choice, attracting students, and potential deterrents or safety issues relating to virtual reality use in libraries.

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