Virtual, Augmented, and Mixed Realities in Education
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 assessm...
Συγγραφή απο Οργανισμό/Αρχή: | |
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Άλλοι συγγραφείς: | , , , |
Μορφή: | Ηλεκτρονική πηγή Ηλ. βιβλίο |
Γλώσσα: | English |
Έκδοση: |
Singapore :
Springer Singapore : Imprint: Springer,
2017.
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Σειρά: | Smart Computing and Intelligence,
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Θέματα: | |
Διαθέσιμο Online: | Full Text via HEAL-Link |
Πίνακας περιεχομένων:
- 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.