Buch, Englisch, 132 Seiten, Format (B × H): 174 mm x 245 mm, Gewicht: 244 g
Buch, Englisch, 132 Seiten, Format (B × H): 174 mm x 245 mm, Gewicht: 244 g
ISBN: 978-1-032-59995-3
Verlag: Taylor & Francis Ltd
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.
Zielgruppe
Postgraduate and Undergraduate
Autoren/Hrsg.
Fachgebiete
- Sozialwissenschaften Pädagogik Schulen, Schulleitung Privatschulen, alternative Schulformen
- Sozialwissenschaften Pädagogik Lehrerausbildung, Unterricht & Didaktik E-Learning, Bildungstechnologie
- Sozialwissenschaften Pädagogik Lehrerausbildung, Unterricht & Didaktik Methoden des Lehrens und Lernens
- Mathematik | Informatik EDV | Informatik EDV & Informatik Allgemein E-Learning
- Mathematik | Informatik EDV | Informatik Informatik Virtuelle Realität, Erweiterte Realität
- Mathematik | Informatik EDV | Informatik Professionelle Anwendung Multimedia
- Sozialwissenschaften Pädagogik Pädagogik Bildungssystem Curricula: Planung und Entwicklung
- Sozialwissenschaften Pädagogik Lehrerausbildung, Unterricht & Didaktik Allgemeine Didaktik Naturwissenschaften, Mathematik (Unterricht & Didaktik)
- Sozialwissenschaften Pädagogik Schulen, Schulleitung Universitäten, Hochschulen
Weitere Infos & Material
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