Cai Mixed Reality for Education

Mixed Reality for Education

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Beschreibung

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 theireducation.
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.

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 intheir 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.
Highlights state-of-the-art technology research on mixed reality, simulation, and serious games for education Covers applications in educational topics such as K-12 STEAM, Tertiary/Professional, Special Needs, and Cultural/Social Presents the different challenges to implement mixed reality in the various applications

Autor*in

Yiyu Cai

Themen in »Mixed Reality for Education«

Mixed Reality Virtual Reality Augmented Reality Educational Simulations Serious Games Virtual Training Special Needs Education Interactive Media Dynamic Geometry Software Immersive Visualization

Stimmen zu »Mixed Reality for Education«

Details

ISBN: 9789819949571
Verlag: Springer Singapore
Erscheinung: 17.09.2023

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