Fr. 236.00

Cross Reality Xr and Immersive Learning Environments Iles in Educatio

Englisch · Fester Einband

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Beschreibung

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This timely volume highlights the novel ways in which cutting-edge virtual and augmented reality (VR and AR) technology is being used in STEM education.
Today, there are many exciting advances occurring in Immersive Learning Environments (ILEs) and innovative applications in STEM education. Recent breakthroughs in technologies such VR, AR, and Mixed Reality (MR) as well as Cross Reality (XR) that leverages VR, AR, and MR are finally making it feasible for educators in STEM to adopt ILEs in their classrooms in a scalable manner. Edited by experienced XR researchers in STEM education, Wang, Ryoo, and Winkelmann, the book focuses on the use of ILEs for creating experiences that excite, inspire, and engage learners in STEM disciplines. Chapters include research studies and practical applications addressing the challenges and opportunities associated with adopting technologies. This book covers the entire spectrum of immersive platform types and ILEs such as desktop, mobile, wearable, and room-based. It helps advance research and practice in the novel adoption of ILE technologies into STEM education from technical, theoretical/conceptual, empirical, and/or methodological perspectives.
Cross Reality (XR) and Immersive Learning Environments (ILE) in Education will be a key resource for academics, researchers, and advanced students of education, STEM education, instructional design and technology, educational research, educational technology, research methods, information and communications technology, and curriculum and instruction. This book was originally published as a special issue of Interactive Learning Environments.

Inhaltsverzeichnis

Introduction: Cross Reality (XR) and Immersive Learning Environments (ILE) in education 1. Team-based mobile learning supported by an intelligent system: case study of STEM students 2. Probability learning in mathematics using augmented reality: impact on students' learning gains and attitudes 3. Reply to which post? An analysis of peer reviews in a high school SPOC 4. The SOR (stimulus-organism-response) paradigm in online learning: an empirical study of students' knowledge hiding perceptions 5. Design and implementation of data collection mechanism for 3D design course based on xAPI standard 6. Learning gains and attitudes of students performing chemistry experiments in an immersive virtual world 7. Investigating high school students' perceptions and presences under VR learning environment

Zusammenfassung

This book covers the entire spectrum of immersive platform types and ILEs such as desktop, mobile, wearable, and room-based. It will be a resource for academics, researchers, and advanced students of education, STEM education and curriculum and instruction.

Produktdetails

Autoren Minjuan (San Diego State University Wang
Mitarbeit Jungwoo Ryoo (Herausgeber), Minjuan Wang (Herausgeber), Kurt Winkelmann (Herausgeber), Winkelmann Kurt (Herausgeber)
Verlag Taylor & Francis Ltd.
 
Sprache Englisch
Produktform Fester Einband
Erschienen 14.11.2023
 
EAN 9781032599946
ISBN 978-1-0-3259994-6
Seiten 122
Themen Geisteswissenschaften, Kunst, Musik > Pädagogik > Allgemeines, Lexika
Schule und Lernen > Unterrichtsvorbereitung > Unterrichtsmaterialien, Handreichungen

EDUCATION / General, COMPUTERS / Interactive & Multimedia, EDUCATION / Research, EDUCATION / Computers & Technology, COMPUTERS / Information Technology, Mathematics, EDUCATION / Curricula, EDUCATION / Learning Styles, COMPUTERS / Educational Software, EDUCATION / Experimental Methods, computer science, EDUCATION / Distance, Open & Online Education, Teaching skills and techniques, Philosophy & theory of education, Teaching skills & techniques, Philosophy and theory of education, Teaching of a specific subject, Higher & further education, tertiary education, Ethical & social aspects of IT, Legal aspects of IT, Higher education, tertiary education, Open learning, home learning, distance education, COMPUTERS / Virtual & Augmented Reality, Open learning, distance education, Digital and information technologies: Legal aspects, EDUCATION / Teaching / General, EDUCATION / Schools / Levels / Higher, EDUCATION / Teaching / Subjects / Science & Technology, EDUCATION / Teaching / Subjects / Mathematics

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