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Mixed reality for education
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Cai, Yiyu.
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Mixed reality for education
紀錄類型:
書目-電子資源 : Monograph/item
正題名/作者:
Mixed reality for education/ edited by Yiyu Cai, Eleni Mangina, Sui Lin Goei.
其他作者:
Cai, Yiyu.
出版者:
Singapore :Springer Nature Singapore : : 2023.,
面頁冊數:
viii, 400 p. :ill. (some col.), digital ;24 cm.
內容註:
Introduction -- aMazing Walk-through Mathematics -- Architectural Models created with Mixed Reality Technologies towards a new STEAM practice -- Applying prior meta-modeling knowledge to a VR model of a biological process -- A systematic review of pedagogy related to mixed reality in K-12 education -- Immersive Virtual Reality Classroom to transfer Learning Experience in the Secondary Science Curriculum -- Exploring the Mozilla® Hubs® platform for virtual final year project exhibition -- VRLE-based Teaching for Medical Students: VR-Baby -- Immersive and Interactive VR for Lifting Training of Tower Cranes -- Mixed Reality Applications in Tertiary Veterinary Education: A Systematic Review -- Exploring Gestural Agency in Collaborative and Embodied Rates of Change Simulations -- Case study of AR digital literacy intervention for students diagnosed with ADHD -- Development of AR Interactive Components for Positive Behavior Interventions and Support -- Framework for learning patterns and social presence in VR for learning -- Security, Ethics and Privacy Issues in Remote Extended Reality for Education -- An Immersive Learning Environment to Improve User Experience in Science Museums.
Contained By:
Springer Nature eBook
標題:
Virtual reality in education. -
電子資源:
https://doi.org/10.1007/978-981-99-4958-8
ISBN:
9789819949588
Mixed reality for education
Mixed reality for education
[electronic resource] /edited by Yiyu Cai, Eleni Mangina, Sui Lin Goei. - Singapore :Springer Nature Singapore :2023. - viii, 400 p. :ill. (some col.), digital ;24 cm. - Gaming media and social effects,2197-9693. - Gaming media and social effects..
Introduction -- aMazing Walk-through Mathematics -- Architectural Models created with Mixed Reality Technologies towards a new STEAM practice -- Applying prior meta-modeling knowledge to a VR model of a biological process -- A systematic review of pedagogy related to mixed reality in K-12 education -- Immersive Virtual Reality Classroom to transfer Learning Experience in the Secondary Science Curriculum -- Exploring the Mozilla® Hubs® platform for virtual final year project exhibition -- VRLE-based Teaching for Medical Students: VR-Baby -- Immersive and Interactive VR for Lifting Training of Tower Cranes -- Mixed Reality Applications in Tertiary Veterinary Education: A Systematic Review -- Exploring Gestural Agency in Collaborative and Embodied Rates of Change Simulations -- Case study of AR digital literacy intervention for students diagnosed with ADHD -- Development of AR Interactive Components for Positive Behavior Interventions and Support -- Framework for learning patterns and social presence in VR for learning -- Security, Ethics and Privacy Issues in Remote Extended Reality for Education -- An Immersive Learning Environment to Improve User Experience in Science Museums.
This book consists of chapters that present the state-of-the-art research on mixed reality, simulation and serious games with applications in four main educational topics: (1) K-12 STEAM Education; (2) Tertiary/Professional Education; (3) Special Needs Education; and (4) Cultural, Social & Museum Education. 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. Chapter "Development of AR Interactive Components for Positive Behavioral Interventions and Supports" is available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.
ISBN: 9789819949588
Standard No.: 10.1007/978-981-99-4958-8doiSubjects--Topical Terms:
589736
Virtual reality in education.
LC Class. No.: LB1044.87 / .M59 2023
Dewey Class. No.: 371.33468
Mixed reality for education
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Introduction -- aMazing Walk-through Mathematics -- Architectural Models created with Mixed Reality Technologies towards a new STEAM practice -- Applying prior meta-modeling knowledge to a VR model of a biological process -- A systematic review of pedagogy related to mixed reality in K-12 education -- Immersive Virtual Reality Classroom to transfer Learning Experience in the Secondary Science Curriculum -- Exploring the Mozilla® Hubs® platform for virtual final year project exhibition -- VRLE-based Teaching for Medical Students: VR-Baby -- Immersive and Interactive VR for Lifting Training of Tower Cranes -- Mixed Reality Applications in Tertiary Veterinary Education: A Systematic Review -- Exploring Gestural Agency in Collaborative and Embodied Rates of Change Simulations -- Case study of AR digital literacy intervention for students diagnosed with ADHD -- Development of AR Interactive Components for Positive Behavior Interventions and Support -- Framework for learning patterns and social presence in VR for learning -- Security, Ethics and Privacy Issues in Remote Extended Reality for Education -- An Immersive Learning Environment to Improve User Experience in Science Museums.
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This book consists of chapters that present the state-of-the-art research on mixed reality, simulation and serious games with applications in four main educational topics: (1) K-12 STEAM Education; (2) Tertiary/Professional Education; (3) Special Needs Education; and (4) Cultural, Social & Museum Education. 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. Chapter "Development of AR Interactive Components for Positive Behavioral Interventions and Supports" is available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.
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