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Titlebook: Learning in a Digital World; Perspective on Inter Paloma Díaz,Andri Ioannou,J. Michael Spector Book 2019 Springer Nature Singapore Pte Ltd.

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41#
發(fā)表于 2025-3-28 15:14:44 | 只看該作者
Supporting Learning in Educational Games: Promises and Challenges,ls, and persistence). However, there are challenges to overcome before using these games more broadly in educational settings. One challenge involves identifying effective, theoretically based learning supports that do not reduce the fun/engagement inherent in gameplay. In our chapter, we focus on t
42#
發(fā)表于 2025-3-28 20:37:08 | 只看該作者
The ,: Design Principles for Embodied VR and Active Stem Education,e learning associated with movement/gestures in a three-dimensional virtual world. The chapter highlights several theories supporting embodied education and two examples of mediated STEM lessons which have been designed to maximize active learning. The first example explores the journey of redesign
43#
發(fā)表于 2025-3-29 02:56:38 | 只看該作者
A Broad View of Wearables as Learning Technologies: Current and Emerging Applications,veys a number of recent and current wearable technology projects in the educational technology, learning sciences, and human-computer interaction literatures to illustrate the diversity of wearable technologies. It also identifies some regularities in how various forms of wearables are being deploye
44#
發(fā)表于 2025-3-29 03:11:58 | 只看該作者
45#
發(fā)表于 2025-3-29 07:52:49 | 只看該作者
46#
發(fā)表于 2025-3-29 14:37:44 | 只看該作者
Review of Augmented Reality in Education: Situated Learning with Digital and Non-digital Resources, mobile devices as well as paper-based systems. We hope the review can illuminate further discussion by addressing two key questions: (1) what are the learning theories that can be used to inform the design and to predict learning effectiveness in an augmented reality environment where the virtual a
47#
發(fā)表于 2025-3-29 18:06:15 | 只看該作者
Virtual Reality Environments (VREs) for Training and Learning,ity Environments (VREs) realistic world situations are simulated, facilitating the transfer of the knowledge and skills gained within the virtual world to the real one. In this chapter, we provide a review of several advantages of using VR technology in education and training. In addition, we examin
48#
發(fā)表于 2025-3-29 21:27:05 | 只看該作者
49#
發(fā)表于 2025-3-30 03:17:47 | 只看該作者
Designing Learning Activities Using Different Augmented Reality Applications for Different Learningmation into the real-life environment. With better simulation and presentation, this had improved students’ engagement in the learning process, resulting in a better learning experience and learning performance for students. In this chapter, two research involved in applying and designing different
50#
發(fā)表于 2025-3-30 05:12:20 | 只看該作者
Teaching Technology Design: Practicing Teachers Designing Serious Educational Games,nt practices of design thinking in education. In a study of practicing K-12 science and instructional technology teachers designing Serious Educational Games (SEGs) (Annetta, .), this chapter illustrates how teaching and learning design changes how teachers think. It is the ultimate goal that this c
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