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…mehr
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. Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
Artikelnr. des Verlages: 89500602, 978-981-96-2331-0
Seitenzahl: 456
Erscheinungstermin: 12. Mai 2025
Englisch
Abmessung: 235mm x 155mm
ISBN-13: 9789819623310
ISBN-10: 9819623316
Artikelnr.: 72482766
Herstellerkennzeichnung
Springer-Verlag GmbH
Tiergartenstr. 17
69121 Heidelberg
+4962214870
Autorenporträt
Dr. Yiyu Cai has been doing interdisciplinary research with a focus on virtual & augmented reality, robotics, AI, simulation, and serious games and their applications in education, healthcare, building & construction. His research has been supported by National Research Foundation, Temasek Trust Funded Millennium Foundation, and other public and private sectors in Singapore. He has published over 200 papers in peer-reviewed international journals and conferences. He has co-invented 10 patents granted. Part of his research innovations was exhibited in art museums or science centres locally or internationally. He was Co-President of the International Simulation and Gaming Association. Umesh Ramnarain is Professor in science education. His main research interest is on inquiry-based science education, with a particular focus on its uptake in classrooms. His research has been published in top-tier journals such as International Journal of Science Education, Research in Science Education, Journal of Research in Science Teaching, Studies in Science Education, Chemistry Education Research and Practice, and Teaching and Teacher Education. He is Associate Editor of the internationally acclaimed journal, research in science education (RISE), and the highly regarded African Journal of Research in Mathematics, Science, and Technology Education (AJRMSTE). He has served on the editorial board of Journal of Research in Science Teaching (JRST). He established the Centre for Advanced Learning Technologies in Science, Technology, Engineering, Arts, and Mathematics (CALTSTEAM) and is Leading Research in this research center. He is Member of the Academy of Science of South Africa (ASSAf). Dr. Jean Chen received her bachelor of biotechnology and Ph.D. in microbiology and immunology from the University of New South Wales, Australia. She is currently Research Fellow at Shanghai Jiao Tong University, China. Dr. Chen has been actively working in virtual and augmented reality technology-enhanced learning.
Inhaltsangabe
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.
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.
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