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E-grāmata: Cross Reality (XR) and Immersive Learning Environments (ILEs) in Education

Edited by (Penn State Altoona), Edited by (Valdosta State University, USA), Edited by (San Diego State University, USA)
  • Formāts: 132 pages
  • Izdošanas datums: 14-Nov-2023
  • Izdevniecība: Routledge
  • Valoda: eng
  • ISBN-13: 9781000999921
  • Formāts - EPUB+DRM
  • Cena: 62,60 €*
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This timely volume highlights the novel ways in which cutting-edge virtual and augmented reality (VR and AR) technology is being used in STEM education.

Today, there are many exciting advances occurring in Immersive Learning Environments (ILEs) and innovative applications in STEM education. Recent breakthroughs in technologies such as Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR) as well as Cross Reality (XR) that leverages VR, AR, and MR are finally making it feasible for educators in STEM to adopt ILEs in their classrooms in a scalable manner. Edited by experienced XR researchers in STEM education, Wang, Ryoo, and Winkelmann, the book focuses on the use of Immersive Learning Environments (ILEs) for creating experiences that excite, inspire, and engage learners in STEM disciplines. Chapters include research studies and practical applications addressing the challenges and opportunities associated with adopting technologies. This book covers the entire spectrum of immersive platform types and ILEs such as desktop, mobile, wearable, and room-based. It helps advance research and practice in the novel adoption of ILE technologies into STEM education from technical, theoretical/conceptual, empirical, and/or methodological perspectives.

Cross Reality (XR) and Immersive Learning Environments (ILE) in Education will be a key resource for academics, researchers, and advanced students of education, STEM education, instructional design and technology, educational research, educational technology, research methods, information and communications technology, and curriculum and instruction. This book was originally published as a special issue of Interactive Learning Environments.



This book covers the entire spectrum of immersive platform types and ILEs such as desktop, mobile, wearable, and room-based. It will be a resource for academics, researchers, and advanced students of education, STEM education and curriculum and instruction.

Introduction: Cross Reality (XR) and Immersive Learning Environments
(ILE) in education
1. Team-based mobile learning supported by an intelligent
system: case study of STEM students
2. Probability learning in mathematics
using augmented reality: impact on students learning gains and attitudes
3.
Reply to which post? An analysis of peer reviews in a high school SPOC
4. The
SOR (stimulus-organism-response) paradigm in online learning: an empirical
study of students knowledge hiding perceptions
5. Design and implementation
of data collection mechanism for 3D design course based on xAPI standard
6.
Learning gains and attitudes of students performing chemistry experiments in
an immersive virtual world
7. Investigating high school students perceptions
and presences under VR learning environment
Minjuan Wang is Professor and Program Head of Learning Design and Technology (LDT) at the San Diego State University, USA and Editor-in-Chief of the IEEE Transactions on Learning Technologies (TLT).

Jungwoo Ryoo is the Chancellor and Chief Academic Officer at Penn State DuBois, USA. He is also a Professor of Information Sciences and Technology at Penn State.

Kurt Winkelmann is a Professor and Head of the Department of Chemistry at Valdosta State University, USA.