CROSS REALITY XR AND IMMERSIVE LEARNING ENVIRONMENTS ILES IN EDUCATION.

CROSS REALITY XR AND IMMERSIVE LEARNING ENVIRONMENTS ILES IN EDUCATION.
Author:
Publisher:
Total Pages: 0
Release: 2023
Genre: EDUCATION
ISBN: 9781003457121

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 VR, 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 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.

Cross Reality (XR) and Immersive Learning Environments (ILEs) in Education

Cross Reality (XR) and Immersive Learning Environments (ILEs) in Education
Author: Minjuan Wang
Publisher: Taylor & Francis
Total Pages: 174
Release: 2023-11-14
Genre: Education
ISBN: 1000999920

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 VR, 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 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.

Creating Immersive Learning Experiences Through Virtual Reality (VR)

Creating Immersive Learning Experiences Through Virtual Reality (VR)
Author: Mazhar Hussain, Shaik
Publisher: IGI Global
Total Pages: 510
Release: 2024-09-16
Genre: Education
ISBN:

In the evolving educational environment, the search for engaging and effective learning experiences has led to the research and implementation of the latest technologies. Among them, virtual reality (VR) stands out as a transformative tool that promises to redefine the transmission and absorption of information. Bringing VR to education is not just a technical innovation, but a pedagogical revolution. It represents a shift from passive learning to active learning, where students are not only observers but participants in their educational journey. Creating Immersive Learning Experiences Through Virtual Reality (VR) provides a comprehensive and up-to-date overview of the application of VR technologies in education, highlighting the gaps in current literature, future research goals, and facilitating interdisciplinary collaboration among technologists, educators, and policymakers to better address the complex challenges of the effective adoption of these technologies. This book provides case studies, evidence-based knowledge and practical guidance regarding ethical concerns, theoretical foundations, practical applications, and pedagogical strategies.

Innovative Learning Environments in STEM Higher Education

Innovative Learning Environments in STEM Higher Education
Author: Jungwoo Ryoo
Publisher: Springer Nature
Total Pages: 148
Release: 2021-03-11
Genre: Social Science
ISBN: 303058948X

As explored in this open access book, higher education in STEM fields is influenced by many factors, including education research, government and school policies, financial considerations, technology limitations, and acceptance of innovations by faculty and students. In 2018, Drs. Ryoo and Winkelmann explored the opportunities, challenges, and future research initiatives of innovative learning environments (ILEs) in higher education STEM disciplines in their pioneering project: eXploring the Future of Innovative Learning Environments (X-FILEs). Workshop participants evaluated four main ILE categories: personalized and adaptive learning, multimodal learning formats, cross/extended reality (XR), and artificial intelligence (AI) and machine learning (ML). This open access book gathers the perspectives expressed during the X-FILEs workshop and its follow-up activities. It is designed to help inform education policy makers, researchers, developers, and practitioners about the adoption and implementation of ILEs in higher education.

Higher Education Learning Methodologies and Technologies Online

Higher Education Learning Methodologies and Technologies Online
Author: Giovanni Fulantelli
Publisher: Springer Nature
Total Pages: 826
Release: 2023-04-30
Genre: Education
ISBN: 3031298004

This book constitutes the thoroughly refereed post-conference proceedings of the 4th International Conference on Higher Education Learning Methodologies and Technologies Online, HELMeTO 2022, held in Palermo, Italy, in September 2022. The 59 revised papers presented were carefully reviewed and selected from a total of 126 submissions. The papers present recent research on challenges of implementing emerging technology solution for online, online learning pedagogical frameworks, online learning technologies in practice, online learning strategies and resources, etc.

Roadmapping Extended Reality

Roadmapping Extended Reality
Author: Mariano Alcañiz
Publisher: John Wiley & Sons
Total Pages: 388
Release: 2022-07-26
Genre: Computers
ISBN: 1119865794

ROADMAPPING EXTENDED REALITY This book offers a comprehensive overview of the technological aspects of Extended Realities (XR) and discusses the main challenges and future directions in the field. This book is important and timely – XR technologies have overcome the 3 main aspects that were holding it back from mainstream adoption: cost, cables, and size. However, there are many aspects of XR technologies that are now going to be explored and developed that still need urgent research in terms of security, privacy, health and safety, long-term effects, addiction risks, and age-related developmental concerns, and the aim of the book is to inform all readers of these open issues and challenges. There are currently a great number of interdisciplinary researchers and developers working in the XR R&D field. Recently, XR technologies moved from the Gartner Hype Cycle onto the Plateau of Productivity on the Gartner Hype Cycle signaling that the fundamental XR technologies are now deemed mature technologies and ready for deployment in a wide variety of application areas. Corroborated by the fact that XR technologies are part of the future Metaverse, a concept that went rapidly mainstream during the time of writing of this book. Roadmapping Extended Reality is divided into two parts: (1) fundamentals and (2) applications. The first part covers the main technological aspects of XR. The chapters in this section review and discuss relevant fundamental concepts of XR, the actual state-of-the-art, and future challenges. The second part of the book focuses on covering a wide range of applications of XR including a future roadmap. All in all, the book offers a snapshot of the state-of-the-art in XR and addresses the needs of a multidisciplinary audience working in both academia and the industry, as well as stakeholders at government agencies and non-profit organizations. Audience This book is aimed at academic and industrial developers, exploring and developing applications in the XR, VR, AR, AI, smart IoT, 4th Industrial Revolution space, including those that are solving technology requirements, human factors, evaluation methodology advances, and ROI investigations.

Students' Experiences of e-Learning in Higher Education

Students' Experiences of e-Learning in Higher Education
Author: Robert Ellis
Publisher: Routledge
Total Pages: 233
Release: 2013-02-01
Genre: Education
ISBN: 1135215820

Students’ Experiences of e-learning in Higher Education helps higher education instructors and university managers understand how e-learning relates to, and can be integrated with, other student experiences of learning. Grounded in relevant international research, the book is distinctive in that it foregrounds students’ experiences of learning, emphasizing the importance of how students interpret the challenges set before them, along with their conceptions of learning and their approaches to learning. The way students interpret task requirements greatly affects learning outcomes, and those interpretations are in turn influenced by how students read the larger environment in which they study. The authors argue that a systemic understanding is necessary for the effective design and management of modern learning environments, whether lectures, seminars, laboratories or private study. This ecological understanding must also acknowledge, though, the agency of learners as active interpreters of their environment and its culture, values and challenges. Students’ Experiences of e-learning in Higher Education reports research outcomes that locate e-learning within the broader ecology of higher education and: Offers a holistic treatment of e-learning in higher education, reflecting the need for integrating e-learning and other aspects of the student learning experience Reports research on students’ experiences with e-learning conducted by authors in the United States, Europe, and Australia Synthesizes key themes in recent international research and summarizes their implications for teachers and managers.

Augmented Reality in Education

Augmented Reality in Education
Author: Vladimir Geroimenko
Publisher: Springer Nature
Total Pages: 422
Release: 2020-05-26
Genre: Computers
ISBN: 3030421562

This is the first comprehensive research monograph devoted to the use of augmented reality in education. It is written by a team of 58 world-leading researchers, practitioners and artists from 15 countries, pioneering in employing augmented reality as a new teaching and learning technology and tool. The authors explore the state of the art in educational augmented reality and its usage in a large variety of particular areas, such as medical education and training, English language education, chemistry learning, environmental and special education, dental training, mining engineering teaching, historical and fine art education. Augmented Reality in Education: A New Technology for Teaching and Learning is essential reading not only for educators of all types and levels, educational researchers and technology developers, but also for students (both graduates and undergraduates) and anyone who is interested in the educational use of emerging augmented reality technology.