New Perspectives on Virtual and Augmented Reality
Finding New Ways to Teach in a Transformed Learning Environment
Herausgeber: Daniela, Linda
New Perspectives on Virtual and Augmented Reality
Finding New Ways to Teach in a Transformed Learning Environment
Herausgeber: Daniela, Linda
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New Perspectives on Virtual and Augmented Reality discusses the possibilities of using virtual and augmented reality in the role of innovative pedagogy, where there is an urgent need to find ways to teach and support learning in a transformed learning environment.
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New Perspectives on Virtual and Augmented Reality discusses the possibilities of using virtual and augmented reality in the role of innovative pedagogy, where there is an urgent need to find ways to teach and support learning in a transformed learning environment.
Produktdetails
- Produktdetails
- Verlag: CRC Press
- Seitenzahl: 322
- Erscheinungstermin: 10. Juni 2020
- Englisch
- Abmessung: 234mm x 156mm x 19mm
- Gewicht: 630g
- ISBN-13: 9780367432119
- ISBN-10: 0367432110
- Artikelnr.: 69984260
- Verlag: CRC Press
- Seitenzahl: 322
- Erscheinungstermin: 10. Juni 2020
- Englisch
- Abmessung: 234mm x 156mm x 19mm
- Gewicht: 630g
- ISBN-13: 9780367432119
- ISBN-10: 0367432110
- Artikelnr.: 69984260
Linda Daniela is Professor, Chair of the Council for PhD Defense in Education, Head of the Scientific Institute of Pedagogy at the University of Latvia in Riga, Latvia.
Part I VIRTUAL REALITY IN HUMANITIES AND SOCIAL SCIENCES. 1. Virtual
Reality Learning Experience Evaluation Tool for Instructional Designers and
Educators. 2. The educational perspective on Virtual Reality experiences of
cultural heritage. 3. The Potentials of Virtual Reality in Entrepreneurship
Education. 4. Mixed Reality applied theatre at universities. 5. Development
of professional skills in higher education: problem-based learning
supported by immersive worlds. 6. Virtual Reality and Augmented Reality in
Educational Programs. 7. An Exploration of the Impact of Augmented and
Virtual Reality Within Compulsory Education. Part II CONCEPTS OF VIRTUAL
REALITY. 8. Transcendent Learning Spaces. 9. Enhancing trust in virtual
reality systems 10. Simulation data visualization using Mixed Reality with
Microsoft HoloLens TM. 11. A+Ha!: combining tactile interaction with
augmented reality to transform secondary and tertiary STEM education. 12.
The Use of Fuzzy Angular Models and 3D Models on a Construction Method
Assessment on the Great Wall of China in Jinshanling as a Case Study of the
History and Heritage of Civil Engineering in Education. Part III VIRTUAL
REALITY IN SCIENCES AND MEDICAL EDUCATION. 13. Virtual Reality for Teaching
Clinical Skills in Medical Education. 14. Virtual Photoreality for Safety
Education. 15. Encouraging immersion in the Soil Sciences through virtual
conferences where ideas are shared among avatars to improve the educational
background of young scientists. 16. Educational Technologies in the area of
ubiquitous historical computing in virtual reality. 17. Virtual and
Augmented Reality Applications for Environmental Science Education and
Training. 18. ViMeLa: An Interactive Educational Environment for
Mechatronics Lab in Virtual Reality. Lessons learnt from virtual reality in
education.
Reality Learning Experience Evaluation Tool for Instructional Designers and
Educators. 2. The educational perspective on Virtual Reality experiences of
cultural heritage. 3. The Potentials of Virtual Reality in Entrepreneurship
Education. 4. Mixed Reality applied theatre at universities. 5. Development
of professional skills in higher education: problem-based learning
supported by immersive worlds. 6. Virtual Reality and Augmented Reality in
Educational Programs. 7. An Exploration of the Impact of Augmented and
Virtual Reality Within Compulsory Education. Part II CONCEPTS OF VIRTUAL
REALITY. 8. Transcendent Learning Spaces. 9. Enhancing trust in virtual
reality systems 10. Simulation data visualization using Mixed Reality with
Microsoft HoloLens TM. 11. A+Ha!: combining tactile interaction with
augmented reality to transform secondary and tertiary STEM education. 12.
The Use of Fuzzy Angular Models and 3D Models on a Construction Method
Assessment on the Great Wall of China in Jinshanling as a Case Study of the
History and Heritage of Civil Engineering in Education. Part III VIRTUAL
REALITY IN SCIENCES AND MEDICAL EDUCATION. 13. Virtual Reality for Teaching
Clinical Skills in Medical Education. 14. Virtual Photoreality for Safety
Education. 15. Encouraging immersion in the Soil Sciences through virtual
conferences where ideas are shared among avatars to improve the educational
background of young scientists. 16. Educational Technologies in the area of
ubiquitous historical computing in virtual reality. 17. Virtual and
Augmented Reality Applications for Environmental Science Education and
Training. 18. ViMeLa: An Interactive Educational Environment for
Mechatronics Lab in Virtual Reality. Lessons learnt from virtual reality in
education.
Part I VIRTUAL REALITY IN HUMANITIES AND SOCIAL SCIENCES. 1. Virtual
Reality Learning Experience Evaluation Tool for Instructional Designers and
Educators. 2. The educational perspective on Virtual Reality experiences of
cultural heritage. 3. The Potentials of Virtual Reality in Entrepreneurship
Education. 4. Mixed Reality applied theatre at universities. 5. Development
of professional skills in higher education: problem-based learning
supported by immersive worlds. 6. Virtual Reality and Augmented Reality in
Educational Programs. 7. An Exploration of the Impact of Augmented and
Virtual Reality Within Compulsory Education. Part II CONCEPTS OF VIRTUAL
REALITY. 8. Transcendent Learning Spaces. 9. Enhancing trust in virtual
reality systems 10. Simulation data visualization using Mixed Reality with
Microsoft HoloLens TM. 11. A+Ha!: combining tactile interaction with
augmented reality to transform secondary and tertiary STEM education. 12.
The Use of Fuzzy Angular Models and 3D Models on a Construction Method
Assessment on the Great Wall of China in Jinshanling as a Case Study of the
History and Heritage of Civil Engineering in Education. Part III VIRTUAL
REALITY IN SCIENCES AND MEDICAL EDUCATION. 13. Virtual Reality for Teaching
Clinical Skills in Medical Education. 14. Virtual Photoreality for Safety
Education. 15. Encouraging immersion in the Soil Sciences through virtual
conferences where ideas are shared among avatars to improve the educational
background of young scientists. 16. Educational Technologies in the area of
ubiquitous historical computing in virtual reality. 17. Virtual and
Augmented Reality Applications for Environmental Science Education and
Training. 18. ViMeLa: An Interactive Educational Environment for
Mechatronics Lab in Virtual Reality. Lessons learnt from virtual reality in
education.
Reality Learning Experience Evaluation Tool for Instructional Designers and
Educators. 2. The educational perspective on Virtual Reality experiences of
cultural heritage. 3. The Potentials of Virtual Reality in Entrepreneurship
Education. 4. Mixed Reality applied theatre at universities. 5. Development
of professional skills in higher education: problem-based learning
supported by immersive worlds. 6. Virtual Reality and Augmented Reality in
Educational Programs. 7. An Exploration of the Impact of Augmented and
Virtual Reality Within Compulsory Education. Part II CONCEPTS OF VIRTUAL
REALITY. 8. Transcendent Learning Spaces. 9. Enhancing trust in virtual
reality systems 10. Simulation data visualization using Mixed Reality with
Microsoft HoloLens TM. 11. A+Ha!: combining tactile interaction with
augmented reality to transform secondary and tertiary STEM education. 12.
The Use of Fuzzy Angular Models and 3D Models on a Construction Method
Assessment on the Great Wall of China in Jinshanling as a Case Study of the
History and Heritage of Civil Engineering in Education. Part III VIRTUAL
REALITY IN SCIENCES AND MEDICAL EDUCATION. 13. Virtual Reality for Teaching
Clinical Skills in Medical Education. 14. Virtual Photoreality for Safety
Education. 15. Encouraging immersion in the Soil Sciences through virtual
conferences where ideas are shared among avatars to improve the educational
background of young scientists. 16. Educational Technologies in the area of
ubiquitous historical computing in virtual reality. 17. Virtual and
Augmented Reality Applications for Environmental Science Education and
Training. 18. ViMeLa: An Interactive Educational Environment for
Mechatronics Lab in Virtual Reality. Lessons learnt from virtual reality in
education.