Virtual and Augmented Reality Technology-Enhanced Learning: Research and Applications (Gaming Media and Social Effects)

Virtual and Augmented Reality Technology-Enhanced Learning: Research and Applications (Gaming Media and Social Effects)

Virtual and Augmented Reality Technology-Enhanced Learning: Research and Applications (Gaming Media and Social Effects)

by: Yiyu Cai (Editor), Umesh Ramnarain (Editor), Jean Jieqiong Chen (Editor)

Publisher: Springer

Publication Date: 2025-06-17

Language: English

Print Length: 429 pages

ISBN-10: 9819623316

ISBN-13: 9789819623310

Book Description

This book consists of chapters that present the state-of-the-art research and applications of Virtual & Augmented Reality Technology-enhanced Learning (VARTeL). The chapters of the book present a multi-facet view on different approaches to deal with challenges that surround the uptake of educational applications of mixed reality, simulations, and serious games in various practices. The different approaches highlight challenges and potential solutions and provide future directions for mixed reality, simulation, and serious games research, for the design of learning material and for implementation. By doing so, the book is a useful resource for both students and scholars interested in research in this field, for designers of learning material, and for practitioners that want to embrace mixed reality, simulation, and/or serious games in their education.

Editorial Reviews

This book consists of chapters that present the state-of-the-art research and applications of Virtual & Augmented Reality Technology-enhanced Learning (VARTeL). The chapters of the book present a multi-facet view on different approaches to deal with challenges that surround the uptake of educational applications of mixed reality, simulations, and serious games in various practices. The different approaches highlight challenges and potential solutions and provide future directions for mixed reality, simulation, and serious games research, for the design of learning material and for implementation. By doing so, the book is a useful resource for both students and scholars interested in research in this field, for designers of learning material, and for practitioners that want to embrace mixed reality, simulation, and/or serious games in their education.

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