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As emerging technologies increase the potential for constructivist
learning processes and responses, it is critical that educational
researchers, instructional designers, cognitive scientists, and
information scientists become more aware of advances in these
correlating fields. ""Cases on Collaboration in Virtual Learning
Environments: Processes and Interactions"" provides a systematic
response to this highly innovative and rapidly evolving field for
enhanced education and training. Containing unique research cases
on experiences, implementations, and applications of virtual
learning environments, this publication offers a critical
collection of leading explorations useful to educational
practitioners, researchers, and those involved in related fields of
study.
The potential to integrate augmented reality into educational
settings has led to the development of myriad programs for
implementing these transformative technologies into education.
However, the transformative learning processes possible for
learners can best be developed through integration in immersive
virtual learning environments. The integration of augmented reality
(AR) technologies into education involves matching the potential of
AR with the most effective instructional model for immersing
learners in the learning process. With current research focused
heavily on blended or online learning, augmented reality fits right
into the new technologies and trends that are being developed and
utilized on a consistent basis. There is a need for research that
provides detailed curriculum guides, templates for designing
virtual worlds, evaluation processes, and immersive learning
procedures that can be utilized to provide the best educational
environment for student success. Implementing Augmented Reality
Into Immersive Virtual Learning Environments provides current
research for the integration of transformative new technologies
into multiple educational settings. Examining the why, what, and
how of integrating augmented reality into immersive virtual
learning technologies, this book covers various educational
settings, such as nursing education, sports coaching, language
education, and more. While highlighting the benefits for virtual
reality, its role in remote learning, the logistics of simulation,
and branches of it such as gamification, this book is ideally
intended for teachers, school administrators, teacher educators,
practitioners, IT specialists, educational software developers,
researchers, academicians, and students interested in integrating
augmented reality in educational programs.
Gaming applications are rapidly expanding into the realm of
education. Game-based education creates an active and enjoyable
learning environment, especially for children and young adults who
regularly use gaming for recreational purposes. Due to the evolving
nature of education, gaming provides a transformative learning
experience for diverse students. The Handbook of Research on Gaming
Trends in P-12 Education provides current research intended to aid
educators, school administrators, and game developers in teaching
today's youth in a technology-immersive society. This publication
melds together gaming for entertainment purposes as well as gaming
applied within educational settings with an emphasis on P-12
classrooms. Featuring exhaustive coverage on topics relating to
virtual reality, game design, immersive learning, distance learning
through 3D environments as well as best practices for gaming
implementation in real-world settings, this handbook of research is
an essential addition to the reference collection of international
academic libraries.
The potential to integrate augmented reality into educational
settings has led to the development of myriad programs for
implementing these transformative technologies into education.
However, the transformative learning processes possible for
learners can best be developed through integration in immersive
virtual learning environments. The integration of augmented reality
(AR) technologies into education involves matching the potential of
AR with the most effective instructional model for immersing
learners in the learning process. With current research focused
heavily on blended or online learning, augmented reality fits right
into the new technologies and trends that are being developed and
utilized on a consistent basis. There is a need for research that
provides detailed curriculum guides, templates for designing
virtual worlds, evaluation processes, and immersive learning
procedures that can be utilized to provide the best educational
environment for student success. Implementing Augmented Reality
Into Immersive Virtual Learning Environments provides current
research for the integration of transformative new technologies
into multiple educational settings. Examining the why, what, and
how of integrating augmented reality into immersive virtual
learning technologies, this book covers various educational
settings, such as nursing education, sports coaching, language
education, and more. While highlighting the benefits for virtual
reality, its role in remote learning, the logistics of simulation,
and branches of it such as gamification, this book is ideally
intended for teachers, school administrators, teacher educators,
practitioners, IT specialists, educational software developers,
researchers, academicians, and students interested in integrating
augmented reality in educational programs.
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