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ویرایش: نویسندگان: Yiyu Cai (editor), Eleni Mangina (editor), Sui Lin Goei (editor) سری: ISBN (شابک) : 9819949572, 9789819949571 ناشر: Springer سال نشر: 2023 تعداد صفحات: 400 زبان: English فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود) حجم فایل: 13 مگابایت
در صورت تبدیل فایل کتاب Mixed Reality for Education (Gaming Media and Social Effects) به فرمت های PDF، EPUB، AZW3، MOBI و یا DJVU می توانید به پشتیبان اطلاع دهید تا فایل مورد نظر را تبدیل نمایند.
توجه داشته باشید کتاب واقعیت ترکیبی برای آموزش (رسانه های بازی و جلوه های اجتماعی) نسخه زبان اصلی می باشد و کتاب ترجمه شده به فارسی نمی باشد. وبسایت اینترنشنال لایبرری ارائه دهنده کتاب های زبان اصلی می باشد و هیچ گونه کتاب ترجمه شده یا نوشته شده به فارسی را ارائه نمی دهد.
Foreword Contents Introduction 1 Background 2 Overview of the Book 2.1 Section I – K-12 STEAM Education 2.2 Section II – Tertiary/Professional Education 2.3 Section III – Special Needs Education 2.4 Section IV – Cultural, Social and Museum Education References Amazing Walk Through Mathematics 1 Introduction 2 Labyrinths and Mazes Connected to Human Culture 3 Connections to the Austrian Mathematics Curriculum 4 Benefits of Technologies for the Mathematics Curriculum 5 Creating Labyrinths and Mazes for AR and 3D Printing 6 Solving the Maze in AR Mode 7 Turning the 3D Model into a 3D Print 8 Testing the Exercise at the Ars Electronica Festival 2020 and in Online 3D Printing Workshop Environments 9 Case Study in Early Childhood 10 Conclusions and Future Outlook References Architectural Models Created with Mixed Reality Technologies Towards a New STEAM Practice 1 Introduction 2 Literature Review 3 Theoretical Framework 4 Dynamic Lesson Plan 5 Upper Austria Intervention Structure 5.1 The Intervention Initialization Phase 5.2 The Intervention Setup 5.3 The Intervention (Workshop) Content 5.4 The Student’s Work 5.5 AR Teacher Reflections 6 The GeoGebra Modelling Analysis 7 Architectural Models in VR 8 Discussion 9 Conclusion References Applying Prior Meta-Modeling Knowledge to a VR Model of a Biological Process 1 Introduction 2 Method 2.1 Participants 2.2 Overview of This Study 2.3 The VR Application on Blood-Glucose Regulation 2.4 Pilot 2.5 Developed Student Assignment 2.6 Pre- and Post-Test 2.7 Student Interviews 2.8 Data Management 3 Results 3.1 VR Application 3.2 Student Assignment 3.3 Pre- and Post-Test 4 Conclusion and Discussion 4.1 Limitations 4.2 Contributions 4.3 Future Research and Recommendations References A Systematic Review of Pedagogy Related to Mixed Reality in K-12 Education 1 Introduction 2 Situating Pedagogy 3 Methods 3.1 Planning 3.2 Conducting the Review 4 Results 4.1 Research Methodologies, Subject Areas, and Education Level K-12 MR 4.2 Pedagogical Approaches Used in Incorporating MR in K-12 Education 4.3 Effective Pedagogical Theories/Frameworks for Integrating MR 4.4 Pedagogical Approaches Associated to High Learning Gains 5 Discussions and Conclusion 5.1 Methodology, Subject and Level 5.2 Pedagogical Approaches for MR in K-12 Education 5.3 Pedagogical Frameworks 5.4 Learning Gains 5.5 Proposed Pedagogical Framework 5.6 Contribution of the Review 5.7 Limitations 5.8 Conclusion and Recommendations References Transforming Learning Experiences Through Affordances of Virtual and Augmented Reality 1 Introduction 2 Ecological Approach to Affordances 3 Multimedia Augmentation 3.1 Cognitive Theory of Multimedia Learning 3.2 Cognitive Load Theory 3.3 Principles of Spatial Contiguity and Signaling 4 Experiential Learning 4.1 Kolb’s Experiential Learning Theory 4.2 Direct and Concrete Experience 4.3 Embodied Learning Experience 4.4 360° Video VR Experience 5 Enhanced Visualization 5.1 Visualization in Surgery and Medical Training 5.2 Spatial Learning and Immersive Simulation in Education 6 Learning Motivation 6.1 ARCS Motivational Model 6.2 Motivational Design 7 Affordance Analysis for Lesson Design 8 Affordance Experiments 9 Discussion 10 Conclusion References Exploring the Mozilla® HUBS® Platform for Virtual Final Year Project Exhibition 1 Introduction 2 System Analysis and Design 2.1 Educational and Design Criteria 2.2 3D Modeling of the HU Playground 2.3 Modeling of Props and Other Assets 2.4 Exporting GlTF Models from 3DSMax® 2.5 Setup of the Virtual Final Year Exhibition in the Spoke® Editor 2.6 Publishing the Spoke® Project to Mozilla® Hubs® 3 Virtual Exhibition, Interactivity and User Study 3.1 Interactivity and Immersion 3.2 Scalability 3.3 User Study 3.4 Attainment of the Design and Educational Goals 4 Conclusion and Future Work References VRLE-Based Teaching for Medical Students: VR-Baby 1 Introduction 2 Background Work 2.1 3D Modelling of Anatomy 3 Problem Domain: Lesson Plans 3.1 Data Considerations 4 3D Baby VRLE Implementation 4.1 3D Models 4.2 VR Environment 5 Study Design 5.1 Learning Experience Evaluation 6 Discussion 7 Conclusions References Immersive and Interactive VR for Lifting Training of Tower Cranes 1 Introduction 1.1 VR History 2 Tower Cranes and Crane Lifting 2.1 Tower Crane Basic Structure 2.2 Tower Crane Force Distribution 2.3 Tower Crane Operation 2.4 Safety of Tower Crane Lifting 3 Immersive and Interactive VR for Tower Crane 3.1 Fidelity Modeling and Assembly of Tower Cranes 3.2 Leap Motion Enabled Interaction 3.3 Simulated Tower Crane Lifting 3.4 Immersive Visualization 4 Conclusion 4.1 Contribution 4.2 Recommendations for Further Studies References Mixed Reality Applications in Tertiary Veterinary Education: A Systematic Review 1 Introduction 1.1 Protocol 1.2 Search Strategy 1.3 Selection Criteria 1.4 Quality Assessment 2 Results 2.1 Study Selection 2.2 Study Characteristics 2.3 Risk of Bias Within Studies 3 Discussion 3.1 Summary of Evidence 3.2 Limitations 3.3 Conclusions References Exploring Gestural Agency in Collaborative and Embodied Rates of Change Simulations 1 Introduction 2 Methods 2.1 Simulation Design 2.2 Experimental Design 2.3 Participants 3 Results and Discussion 3.1 Characterizing Personalized Gesture 3.2 Learning Metrics and Engagement 3.3 Collaborative Simulation Interactions 4 Conclusion References Integration of Wearable Devices in VR-Enhanced Aircraft Maintenance Training 1 Introduction 2 Tactile Device Design and Fabrication 3 Development of a VR Aircraft Maintenance Training System 4 Evaluation and Discussion 5 Conclusions References Case Study of AR Digital Literacy Intervention for Students Diagnosed with ADHD 1 Introduction 1.1 Literacy in Students with ADHD 1.2 Benefits of AR Technology 2 Research Questions 3 The Aha Project 4 Study Design 5 Analysis and Results 5.1 Research Question 1: Did the Intervention Programmes Contribute to the Development of Participants’ Literacy Skills? 5.2 Research Question 2: Did the Intervention Programs Significantly Affect the Performance of Students’ Literacy Compared to the Use of Typical In-Class Methodologies? 6 Discussion—Conclusion References Development of AR Interactive Components for Positive Behavioral Interventions and Supports 1 A Positive Approach 2 Augmenting PBIS 3 The AR Behavioural Learning Space 4 AR Contents for the Behavioral PBIS Lesson 5 The PBIS–AR App 5.1 Learning Mode 5.2 Discovery Mode 5.3 Practice Mode 6 Conclusion References A New Framework for Learning Patterns and Social Presence in Virtual Reality for Learning 1 Introduction on ICT and Learning and VR Learning 2 The Need for a Framework for VR Learning 3 What Is a Framework and Why Do We Need It? 4 Laurillard’s Learning Patterns 5 The Different Aspects of Virtual Reality 6 Embodiment and Avatars 7 Social Aspects of Virtual Reality and Learning 8 Suggestion for a Framework for Learning Patterns and Social Presence in Virtual Reality for Learning 9 Discussing the Usage of the Framework 10 Conclusion References Security, Ethics and Privacy Issues in the Remote Extended Reality for Education 1 Introduction 2 Background 2.1 Existing Case Studies of XR in Education 2.2 Existing XR Privacy Issues 2.3 Existing XR Security Issues 2.4 Existing XR Ethics Issues 3 Issues Using Remote XR in Terms of Teaching and Learning 3.1 Inconsistent Quality of Learning—Equipment/Resources 3.2 Privacy Issues 3.3 Security Issues 3.4 Ethical Issues with XR in Teaching and Learning 3.5 Ethical Issues with Remote XR in Public 4 Issues Using Remote XR for Assessment 4.1 Students Opting Out 4.2 Cheating, Accidental Use and Detection of User 4.3 Re-grading Queries and Ability to Record 4.4 Data Protection 5 Potential Future of XR Remote Education 5.1 Potential Future Benefits of XR Remote Education 5.2 Potential Future Downsides of XR Remote Education 6 Conclusion References An Immersive Learning Environment to Improve User Experience in Science Museums 1 Introduction 2 Method 2.1 Sensory Immersion 2.2 Immersive Learning Environment 2.3 Design of Immersive Learning Environment 2.4 Interactive Design 2.5 Experiment Design 2.6 Outcome Measures 2.7 Data Analysis 3 Results 4 Discussion 5 Conclusion Appendix 1: User Experience Questionnaire for Virtual Immersive Environment References