Creative and Collaborative Learning through Immersion
Interdisciplinary and International Perspectives
Herausgeber: Wagner, Christian; Hui, Anna
Creative and Collaborative Learning through Immersion
Interdisciplinary and International Perspectives
Herausgeber: Wagner, Christian; Hui, Anna
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This book includes instructional design and practice of how immersive technology is integrated in discipline-based and interdisciplinary curriculum design. It focuses on pedagogical models and learning outcomes of immersive learning experiences and demonstrates how immersive learning can be applied in industries. This book brings scholars, researchers and educators together around an international and interdisciplinary consolidation and reflection on learning through immersion. The originality lies in how advanced technology and contemporary pedagogical models can integrate to enhance student engagement and learning effectiveness in higher education.…mehr
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This book includes instructional design and practice of how immersive technology is integrated in discipline-based and interdisciplinary curriculum design. It focuses on pedagogical models and learning outcomes of immersive learning experiences and demonstrates how immersive learning can be applied in industries. This book brings scholars, researchers and educators together around an international and interdisciplinary consolidation and reflection on learning through immersion. The originality lies in how advanced technology and contemporary pedagogical models can integrate to enhance student engagement and learning effectiveness in higher education.
Produktdetails
- Produktdetails
- Verlag: Springer International Publishing / Springer International Publishing AG / Springer Nature Switzerla
- 1st edition 2021
- Seitenzahl: 252
- Erscheinungstermin: 12. August 2022
- Englisch
- Abmessung: 235mm x 155mm x 14mm
- Gewicht: 388g
- ISBN-13: 9783030722180
- ISBN-10: 303072218X
- Artikelnr.: 64315250
- Herstellerkennzeichnung
- Springer-Verlag GmbH
- Tiergartenstr. 17
- 69121 Heidelberg
- ProductSafety@springernature.com
- Verlag: Springer International Publishing / Springer International Publishing AG / Springer Nature Switzerla
- 1st edition 2021
- Seitenzahl: 252
- Erscheinungstermin: 12. August 2022
- Englisch
- Abmessung: 235mm x 155mm x 14mm
- Gewicht: 388g
- ISBN-13: 9783030722180
- ISBN-10: 303072218X
- Artikelnr.: 64315250
- Herstellerkennzeichnung
- Springer-Verlag GmbH
- Tiergartenstr. 17
- 69121 Heidelberg
- ProductSafety@springernature.com
Christian Wagner, PhD, is Provost and Chair Professor of Social Media, Department of Information Systems, City University of Hong Kong. He received his Ph.D. in Business Administration from the University of British Columbia in 1989. Thereafter he spent seven years as a faculty member at the University of Southern California, before joining City University in January 1996. He has published widely in journals and books on immersive technology, social media and gamification. His latest research is on synthetic reality immersion and knowledge transfer. He specializes in the study of knowledge management with wikis and weblogs, collective intelligence, creativity, and use of games in learning and knowledge transfer. Anna N. N. Hui is Associate Professor, Department of Applied Social Sciences, City University of Hong Kong. She is a Visiting Scholar at National Institute of Education, Nanyang Technological University, and Department of Special Education, National Taiwan Normal University in 2017. She received her Ph.D. in Educational Psychology from The Chinese University of Hong Kong. She serves in the Editorial Boards of Creativity: Theories-Research-Applications, Educational Psychology, Journal of Drama and Theatre Education in Asia, Thinking Skills & Creativity. She co-edited two books: Creativity: When East meets West, published in 2004 by World Scientific Publishing Co. Ptd. Ltd. in Singapore, and Creativity in four Asian Chinese societies : Educational theories and applications, published in 2005 by Manhattan Press & SNP Panpac (Hong Kong) Ltd in Hong Kong.
Part 1 Immersive Learning.- Chapter 1. Creative and Collaborative Practices
in Virtual Reality Immersive Environments (Denise Doyle).- Chapter
2. Graphical Big Data: From Simulation to Immersive Visualization (Tsui KL
et al.).- Chapter 3. Design of a CAVE Immersive Visualization System for
Teaching and Learning: A Case Study of Air Cargo Logistics (Choy K.L. et
al).- Chapter 4. Designing Multi-Disciplinary Interactive Virtual
Environments for Next Generation Immersive Learning Experiences: Case
Studies and Future Directions in Astrobiology, Anatomy and Cultural
Heritage (Sarah Kenderdine et al).- Part 2 Pedagogical Models & Impacts.-
Chapter 5. Creating Immersive Learning Experiences: A Pedagogy Design
Perspective (Christian Wagner, & Lili Liu).- Chapter 6. The Relationship
Among Simulation Based Learning, Creativity and Learning Approach in Higher
Education (Anna Hui et al.).- Chapter 7. Learning Through Immersion:
Assessing the Learning Effectiveness (Joyce Chan and Christy Cheung).-
Chapter 8. Blended Learning Approach to Enhance Higher Order Cognitive
Thinking Skills in Students (Wong et al).- Part 3. Industrial
Applications.- Chapter 9. Introducing Immersive Learning into Special
Education Settings: A Comparative Review of Two Studies (Horace H S Ip
and Chen Li).- Chapter 10. Intergenerational Play Around Immersive Video
Games (Sinem Siyahhan).- Chapter 11. Augmented Reality for Immersive
Learning: Lessons Learnt from Educational Entrepreneurships (Octavio
Gonazlez Aguilar). Chapter 12. A Theory of Blended Knowledge And A
Technology Based Approach For the Development of Creative Productive
Giftedness (Joseph S. Renzulli).- Chapter 13. Interactive Learning
Environments for Motorsports Racing (Walt Scacchi).
in Virtual Reality Immersive Environments (Denise Doyle).- Chapter
2. Graphical Big Data: From Simulation to Immersive Visualization (Tsui KL
et al.).- Chapter 3. Design of a CAVE Immersive Visualization System for
Teaching and Learning: A Case Study of Air Cargo Logistics (Choy K.L. et
al).- Chapter 4. Designing Multi-Disciplinary Interactive Virtual
Environments for Next Generation Immersive Learning Experiences: Case
Studies and Future Directions in Astrobiology, Anatomy and Cultural
Heritage (Sarah Kenderdine et al).- Part 2 Pedagogical Models & Impacts.-
Chapter 5. Creating Immersive Learning Experiences: A Pedagogy Design
Perspective (Christian Wagner, & Lili Liu).- Chapter 6. The Relationship
Among Simulation Based Learning, Creativity and Learning Approach in Higher
Education (Anna Hui et al.).- Chapter 7. Learning Through Immersion:
Assessing the Learning Effectiveness (Joyce Chan and Christy Cheung).-
Chapter 8. Blended Learning Approach to Enhance Higher Order Cognitive
Thinking Skills in Students (Wong et al).- Part 3. Industrial
Applications.- Chapter 9. Introducing Immersive Learning into Special
Education Settings: A Comparative Review of Two Studies (Horace H S Ip
and Chen Li).- Chapter 10. Intergenerational Play Around Immersive Video
Games (Sinem Siyahhan).- Chapter 11. Augmented Reality for Immersive
Learning: Lessons Learnt from Educational Entrepreneurships (Octavio
Gonazlez Aguilar). Chapter 12. A Theory of Blended Knowledge And A
Technology Based Approach For the Development of Creative Productive
Giftedness (Joseph S. Renzulli).- Chapter 13. Interactive Learning
Environments for Motorsports Racing (Walt Scacchi).
Part 1 Immersive Learning.- Chapter 1. Creative and Collaborative Practices
in Virtual Reality Immersive Environments (Denise Doyle).- Chapter
2. Graphical Big Data: From Simulation to Immersive Visualization (Tsui KL
et al.).- Chapter 3. Design of a CAVE Immersive Visualization System for
Teaching and Learning: A Case Study of Air Cargo Logistics (Choy K.L. et
al).- Chapter 4. Designing Multi-Disciplinary Interactive Virtual
Environments for Next Generation Immersive Learning Experiences: Case
Studies and Future Directions in Astrobiology, Anatomy and Cultural
Heritage (Sarah Kenderdine et al).- Part 2 Pedagogical Models & Impacts.-
Chapter 5. Creating Immersive Learning Experiences: A Pedagogy Design
Perspective (Christian Wagner, & Lili Liu).- Chapter 6. The Relationship
Among Simulation Based Learning, Creativity and Learning Approach in Higher
Education (Anna Hui et al.).- Chapter 7. Learning Through Immersion:
Assessing the Learning Effectiveness (Joyce Chan and Christy Cheung).-
Chapter 8. Blended Learning Approach to Enhance Higher Order Cognitive
Thinking Skills in Students (Wong et al).- Part 3. Industrial
Applications.- Chapter 9. Introducing Immersive Learning into Special
Education Settings: A Comparative Review of Two Studies (Horace H S Ip
and Chen Li).- Chapter 10. Intergenerational Play Around Immersive Video
Games (Sinem Siyahhan).- Chapter 11. Augmented Reality for Immersive
Learning: Lessons Learnt from Educational Entrepreneurships (Octavio
Gonazlez Aguilar). Chapter 12. A Theory of Blended Knowledge And A
Technology Based Approach For the Development of Creative Productive
Giftedness (Joseph S. Renzulli).- Chapter 13. Interactive Learning
Environments for Motorsports Racing (Walt Scacchi).
in Virtual Reality Immersive Environments (Denise Doyle).- Chapter
2. Graphical Big Data: From Simulation to Immersive Visualization (Tsui KL
et al.).- Chapter 3. Design of a CAVE Immersive Visualization System for
Teaching and Learning: A Case Study of Air Cargo Logistics (Choy K.L. et
al).- Chapter 4. Designing Multi-Disciplinary Interactive Virtual
Environments for Next Generation Immersive Learning Experiences: Case
Studies and Future Directions in Astrobiology, Anatomy and Cultural
Heritage (Sarah Kenderdine et al).- Part 2 Pedagogical Models & Impacts.-
Chapter 5. Creating Immersive Learning Experiences: A Pedagogy Design
Perspective (Christian Wagner, & Lili Liu).- Chapter 6. The Relationship
Among Simulation Based Learning, Creativity and Learning Approach in Higher
Education (Anna Hui et al.).- Chapter 7. Learning Through Immersion:
Assessing the Learning Effectiveness (Joyce Chan and Christy Cheung).-
Chapter 8. Blended Learning Approach to Enhance Higher Order Cognitive
Thinking Skills in Students (Wong et al).- Part 3. Industrial
Applications.- Chapter 9. Introducing Immersive Learning into Special
Education Settings: A Comparative Review of Two Studies (Horace H S Ip
and Chen Li).- Chapter 10. Intergenerational Play Around Immersive Video
Games (Sinem Siyahhan).- Chapter 11. Augmented Reality for Immersive
Learning: Lessons Learnt from Educational Entrepreneurships (Octavio
Gonazlez Aguilar). Chapter 12. A Theory of Blended Knowledge And A
Technology Based Approach For the Development of Creative Productive
Giftedness (Joseph S. Renzulli).- Chapter 13. Interactive Learning
Environments for Motorsports Racing (Walt Scacchi).