Language:
English
繁體中文
Help
回圖書館首頁
手機版館藏查詢
Login
Back
Switch To:
Labeled
|
MARC Mode
|
ISBD
Virtual and augmented reality techno...
~
Cai, Yiyu.
Linked to FindBook
Google Book
Amazon
博客來
Virtual and augmented reality technology-enhanced learning = research and applications /
Record Type:
Electronic resources : Monograph/item
Title/Author:
Virtual and augmented reality technology-enhanced learning/ edited by Yiyu Cai, Umesh Ramnarain, Jean Jieqiong Chen.
Reminder of title:
research and applications /
other author:
Cai, Yiyu.
Published:
Singapore :Springer Nature Singapore : : 2025.,
Description:
viii, 421 p. :ill. (chiefly color), digital ;24 cm.
[NT 15003449]:
1. Vartel Innovation -- 2. Effectiveness of Virtual & Augmented Reality Learning Environments in Enhancing Students' Self Efficacy -- 3. Optimizing Learning Through Game Design An Essential Role In Educational Games -- 4. Enhancing Learning In Virtual Reality: Utilizing Hand Motion Detection In Educational Games -- 5. VARTeL for STEAM Education: Qualitative and Quantitative Analysis -- 6. Virtual Reality Enabled Robotic Surgery Training Through Telesurgery -- 7. Tree Pruning Simulation and Tree Growth Modelling -- 8. Educational Metaverse For Learning Of Cpu Scheduling Algorithms In Operating Systems.
Contained By:
Springer Nature eBook
Subject:
Virtual reality in education. -
Online resource:
https://doi.org/10.1007/978-981-96-2332-7
ISBN:
9789819623327
Virtual and augmented reality technology-enhanced learning = research and applications /
Virtual and augmented reality technology-enhanced learning
research and applications /[electronic resource] :edited by Yiyu Cai, Umesh Ramnarain, Jean Jieqiong Chen. - Singapore :Springer Nature Singapore :2025. - viii, 421 p. :ill. (chiefly color), digital ;24 cm. - Gaming media and social effects,2197-9693. - Gaming media and social effects..
1. Vartel Innovation -- 2. Effectiveness of Virtual & Augmented Reality Learning Environments in Enhancing Students' Self Efficacy -- 3. Optimizing Learning Through Game Design An Essential Role In Educational Games -- 4. Enhancing Learning In Virtual Reality: Utilizing Hand Motion Detection In Educational Games -- 5. VARTeL for STEAM Education: Qualitative and Quantitative Analysis -- 6. Virtual Reality Enabled Robotic Surgery Training Through Telesurgery -- 7. Tree Pruning Simulation and Tree Growth Modelling -- 8. Educational Metaverse For Learning Of Cpu Scheduling Algorithms In Operating Systems.
This book consists of chapters that present the state-of-the-art research and applications of Virtual & Augmented Reality Technology-enhanced Learning (VARTeL). The chapters of the book present a multi-facet view on different approaches to deal with challenges that surround the uptake of educational applications of mixed reality, simulations, and serious games in various practices. The different approaches highlight challenges and potential solutions and provide future directions for mixed reality, simulation, and serious games research, for the design of learning material and for implementation. By doing so, the book is a useful resource for both students and scholars interested in research in this field, for designers of learning material, and for practitioners that want to embrace mixed reality, simulation, and/or serious games in their education.
ISBN: 9789819623327
Standard No.: 10.1007/978-981-96-2332-7doiSubjects--Topical Terms:
589736
Virtual reality in education.
LC Class. No.: LB1044.87
Dewey Class. No.: 371.3344678
Virtual and augmented reality technology-enhanced learning = research and applications /
LDR
:02663nmm a2200349 a 4500
001
2413541
003
DE-He213
005
20250616134518.0
006
m d
007
cr nn 008maaau
008
260205s2025 si s 0 eng d
020
$a
9789819623327
$q
(electronic bk.)
020
$a
9789819623310
$q
(paper)
024
7
$a
10.1007/978-981-96-2332-7
$2
doi
035
$a
978-981-96-2332-7
040
$a
GP
$c
GP
041
0
$a
eng
050
4
$a
LB1044.87
072
7
$a
UYQ
$2
bicssc
072
7
$a
COM004000
$2
bisacsh
072
7
$a
UYQ
$2
thema
082
0 4
$a
371.3344678
$2
23
090
$a
LB1044.87
$b
.V819 2025
245
0 0
$a
Virtual and augmented reality technology-enhanced learning
$h
[electronic resource] :
$b
research and applications /
$c
edited by Yiyu Cai, Umesh Ramnarain, Jean Jieqiong Chen.
260
$a
Singapore :
$b
Springer Nature Singapore :
$b
Imprint: Springer,
$c
2025.
300
$a
viii, 421 p. :
$b
ill. (chiefly color), digital ;
$c
24 cm.
338
$a
online resource
$b
cr
$2
rdacarrier
490
1
$a
Gaming media and social effects,
$x
2197-9693
505
0
$a
1. Vartel Innovation -- 2. Effectiveness of Virtual & Augmented Reality Learning Environments in Enhancing Students' Self Efficacy -- 3. Optimizing Learning Through Game Design An Essential Role In Educational Games -- 4. Enhancing Learning In Virtual Reality: Utilizing Hand Motion Detection In Educational Games -- 5. VARTeL for STEAM Education: Qualitative and Quantitative Analysis -- 6. Virtual Reality Enabled Robotic Surgery Training Through Telesurgery -- 7. Tree Pruning Simulation and Tree Growth Modelling -- 8. Educational Metaverse For Learning Of Cpu Scheduling Algorithms In Operating Systems.
520
$a
This book consists of chapters that present the state-of-the-art research and applications of Virtual & Augmented Reality Technology-enhanced Learning (VARTeL). The chapters of the book present a multi-facet view on different approaches to deal with challenges that surround the uptake of educational applications of mixed reality, simulations, and serious games in various practices. The different approaches highlight challenges and potential solutions and provide future directions for mixed reality, simulation, and serious games research, for the design of learning material and for implementation. By doing so, the book is a useful resource for both students and scholars interested in research in this field, for designers of learning material, and for practitioners that want to embrace mixed reality, simulation, and/or serious games in their education.
650
0
$a
Virtual reality in education.
$3
589736
650
0
$a
Augmented reality in education.
$3
3510527
650
1 4
$a
Computational Intelligence.
$3
1001631
650
2 4
$a
Digital Education and Educational Technology.
$3
3538616
650
2 4
$a
User Interfaces and Human Computer Interaction.
$3
892554
700
1
$a
Cai, Yiyu.
$3
2056909
700
1
$a
Ramnarain, Umesh Dewnarain.
$3
3789694
700
1
$a
Chen, Jean Jieqiong.
$3
3789695
710
2
$a
SpringerLink (Online service)
$3
836513
773
0
$t
Springer Nature eBook
830
0
$a
Gaming media and social effects.
$3
2056911
856
4 0
$u
https://doi.org/10.1007/978-981-96-2332-7
950
$a
Intelligent Technologies and Robotics (SpringerNature-42732)
based on 0 review(s)
Location:
ALL
電子資源
Year:
Volume Number:
Items
1 records • Pages 1 •
1
Inventory Number
Location Name
Item Class
Material type
Call number
Usage Class
Loan Status
No. of reservations
Opac note
Attachments
W9518996
電子資源
11.線上閱覽_V
電子書
EB LB1044.87
一般使用(Normal)
On shelf
0
1 records • Pages 1 •
1
Multimedia
Reviews
Add a review
and share your thoughts with other readers
Export
pickup library
Processing
...
Change password
Login