rdf-syntax-grammar
mods:
  schema location: http://www.loc.gov/mods/v3 http://www.loc.gov/standards/mods/v3/mods-3-2.xsd
  title info:
    title: Virtual, Augmented, and Mixed Realities in Education
  name:
    name part: Liu, Dejian.
    role:
      role term: editor.
  name:
    name part: Dede, Chris.
    role:
      role term: editor.
  name:
    name part: Huang, Ronghuai.
    role:
      role term: editor.
  name:
    name part: Richards, John.
    role:
      role term: editor.
  name:
    name part: SpringerLink (Online service)
  type of resource: text
  origin info:
    place:
      place term: si
    date issued: 2017
    issuance: monographic
  language:
    language term: eng
  physical description:
    form: electronic
    form: electronic resource
    reformatting quality: access
    form: remote
    extent: VIII, 247 p. 63 illus., 57 illus. in color. online resource.
  abstract: This book describes the current state of the art of various types of immersive learning: in research, in practice, and in the marketplace. It discusses advanced approaches in the design and development for various forms of immersive learning environments, and also the emerging innovations in assessment and research in the field. In addition, it demonstrates the opportunities and challenges in implementing advances in VR and immersion at scale in formal and informal learning. We are living in a time of rapid advances in terms of both the capabilities and the cost of virtual reality, multi-user virtual environments, and various forms of mixed reality. These new media potentially offer extraordinary opportunities for enhancing both motivation and learning across a range of subject areas, student developmental levels, and educational settings. With the development of practical and affordable virtual reality and mixed reality, people now have the chance to experience immersive learning both in classrooms and informally in homes, libraries, and community centers. The book appeals to a broad readership including teachers, administrators, scholars, policy makers, instructional designers, evaluators and industry leaders.
  table of contents: A Conceptual Framework for VR in Education.- Part One: Frameworks for Design -- Implicit Learning through Embodiment in Immersive Virtual Reality -- Authenticity in Immersive Design -- The Immersive Power of Social Interaction -- Assessment for Learning in Immersive Environments -- Infrastructures for VR/AR in the Classroom.- Part Two: Case Studies of Immersive Media for Learning -- Virtual Reality as an Immersive Medium for Authentic Simulations: The Case of EcoMUVE -- Systems to Support Co-Creative Collaboration in Mixed Reality Environments -- Massively Multiplayer Online Roleplaying Games and Virtual Reality Combine for Learning -- Embodied Education in Mixed and Mediated Realities: Some Results and Principles for Content Design -- Preparing Students for Future Learning with Mixed Reality Interfaces.- Part Three: Next Steps for the Field -- A Bibliometric Analysis of Virtual Reality related Research in Education: Current Status, Opportunities, and Future Prospects -- Reconstruction of Virtual Reality Environments based on Script -- Conclusion: Developing a Research Agenda for the Field.
  note: edited by Dejian Liu, Chris Dede, Ronghuai Huang, John Richards.
  subject:
    topic: Education
  subject:
    topic: Education
    topic: Data processing
  subject:
    topic: Educational technology
  subject:
    topic: Education
  subject:
    topic: Educational Technology
  subject:
    topic: Computers and Education
  subject:
    topic: Learning & Instruction
  classification: LC8-6691
  classification: 371.33
  related item:
    title info:
      title: Springer eBooks
  related item:
    title info:
      title: Smart Computing and Intelligence
  identifier: 9789811054907
  identifier: http://dx.doi.org/10.1007/978-981-10-5490-7
  record info:
    record creation date: 171115
    record change date: 20171115071738.0
    record identifier: 978-981-10-5490-7