Fr. 56.90

STEM Learning in Extended Reality - Research, Design, and Examples

English · Hardback

Shipping usually within 6 to 7 weeks

Description

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This book synthesizes findings from recent and ongoing research on the use of Extended Reality (XR) to support learning of STEM content. XR is slowly being introduced in classrooms due to significant changes in XR technology. These tools were historically costly, unfriendly, and developed only for gamers. Today, XR tools are able to enhance students' immersive experiences in such settings. In classrooms, in particular, they provide learners with an opportunity to manipulate abstract objects as if they are physical objects. The book begins with an extensive and detailed description and evaluation of the impact of various XR interventions on learning and engagement in STEM classrooms. The author then concludes with theoretical frameworks for investigating learning in computer- immersive contexts and practical implications for effectively using XR tools to learn STEM.

List of contents

Cognition Meets Extended Reality.- Extended Reality Effects on Learning and Assessment.- Samples of Extended Reality Apps in Mathematics.- Samples of Extended Reality Apps in Science, Engineering, and Other Areas.- References.

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