This book includes instructional design and practice of how immersive technology is integrated in discipline-based and interdisciplinary curriculum design. It focuses on pedagogical models and learning outcomes of immersive learning experiences and demonstrates how immersive learning can be applied in industries. This book brings scholars, researchers and educators together around an international and interdisciplinary consolidation and reflection on learning through immersion. The originality lies in how advanced technology and contemporary pedagogical models can integrate to enhance student engagement and learning effectiveness in higher education. 
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This book includes instructional design and practice of how immersive technology is integrated in discipline-based and interdisciplinary curriculum design. It focuses on pedagogical models and learning outcomes of immersive learning experiences and demonstrates how immersive learning can be applied in industries.
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Part 1 Immersive Learning.- Chapter 1. Creative and Collaborative Practices in Virtual Reality Immersive Environments (Denise Doyle).- Chapter 2. Graphical Big Data: From Simulation to Immersive Visualization (Tsui KL et al.).- Chapter 3. Design of a CAVE Immersive Visualization System for Teaching and Learning: A Case Study of Air Cargo Logistics (Choy K.L. et al).- Chapter 4. Designing Multi-Disciplinary Interactive Virtual Environments for Next Generation Immersive Learning Experiences: Case Studies and Future Directions in Astrobiology, Anatomy and Cultural Heritage (Sarah Kenderdine et al).- Part 2 Pedagogical Models & Impacts.- Chapter 5. Creating Immersive Learning Experiences: A Pedagogy Design Perspective (Christian Wagner, & Lili Liu).- Chapter 6. The Relationship Among Simulation Based Learning, Creativity and Learning Approach in Higher Education (Anna Hui et al.).- Chapter 7. Learning Through Immersion: Assessing the  Learning Effectiveness (Joyce Chan and Christy Cheung).- Chapter 8. Blended Learning Approach to Enhance Higher Order Cognitive Thinking Skills in Students (Wong et al).- Part 3. Industrial Applications.- Chapter 9. Introducing Immersive Learning into Special Education Settings: A Comparative Review of Two Studies (Horace H S Ip and Chen Li).- Chapter 10. Intergenerational Play Around Immersive Video Games (Sinem Siyahhan).- Chapter 11. Augmented Reality for Immersive Learning: Lessons Learnt from Educational Entrepreneurships (Octavio Gonazlez Aguilar). Chapter 12. A Theory of Blended Knowledge And A Technology Based Approach For the Development of Creative Productive Giftedness (Joseph S. Renzulli).- Chapter 13. Interactive Learning Environments for Motorsports Racing (Walt Scacchi).
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This book includes instructional design and practice of how immersive technology is integrated in discipline-based and interdisciplinary curriculum design. It focuses on pedagogical models and learning outcomes of immersive learning experiences and demonstrates how immersive learning can be applied in industries. This book brings scholars, researchers and educators together around an international and interdisciplinary consolidation and reflection on learning through immersion. The originality lies in how advanced technology and contemporary pedagogical models can integrate to enhance student engagement and learning effectiveness in higher education.
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Provides workable pedagogical examples of how immersive learning is promoted in various disciplines Offers research evidence on the learning outcomes of immersive learning Shows how technology and pedagogical models integrate to enhance student engagement and learning effectiveness
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Produktdetaljer

ISBN
9783030722159
Publisert
2021-08-11
Utgiver
Vendor
Springer Nature Switzerland AG
Høyde
235 mm
Bredde
155 mm
Aldersnivå
Research, P, 06
Språk
Product language
Engelsk
Format
Product format
Innbundet

Om bidragsyterne

Christian Wagner, PhD, is Provost and Chair Professor of Social Media, Department of Information Systems, City University of Hong Kong. He received his Ph.D. in Business Administration from the University of British Columbia in 1989. Thereafter he spent seven years as a faculty member at the University of Southern California, before joining City University in January 1996. He has published widely in journals and books on immersive technology, social media and gamification. His latest research is on synthetic reality immersion and knowledge transfer. He specializes in the study of knowledge management with wikis and weblogs, collective intelligence, creativity, and use of games in learning and knowledge transfer. 

Anna N. N. Hui is Associate Professor, Department of Applied Social Sciences, City University of Hong Kong. She is a Visiting Scholar at National Institute of Education, Nanyang Technological University, and Department of Special Education, National Taiwan Normal University in 2017. She received her Ph.D. in Educational Psychology from The Chinese University of Hong Kong. She serves in the Editorial Boards of  Creativity: Theories-Research-Applications, Educational Psychology, Journal of Drama and Theatre Education in Asia, Thinking Skills & Creativity.  She co-edited two books: Creativity: When East meets West, published in 2004 by World Scientific Publishing Co. Ptd. Ltd. in Singapore, and Creativity in four Asian Chinese societies : Educational theories and applications, published in 2005 by Manhattan Press & SNP Panpac (Hong Kong) Ltd in Hong Kong.