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...

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Bibliographic Details
Corporate Author: SpringerLink (Online service)
Other Authors: Liu, Dejian (Editor), Dede, Chris (Editor), Huang, Ronghuai (Editor), Richards, John (Editor)
Format: Electronic eBook
Language:English
Published: Singapore : Springer Singapore : Imprint: Springer, 2017.
Series:Smart Computing and Intelligence,
Subjects:
Online Access:Full Text via HEAL-Link
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.