Learning in a digital world = perspe...
Diaz, Paloma.

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  • Learning in a digital world = perspective on interactive technologies for formal and informal education /
  • Record Type: Electronic resources : Monograph/item
    Title/Author: Learning in a digital world/ edited by Paloma Diaz ... [et al.].
    Reminder of title: perspective on interactive technologies for formal and informal education /
    other author: Diaz, Paloma.
    Published: Singapore :Springer Singapore : : 2019.,
    Description: xviii, 339 p. :ill., digital ;24 cm.
    [NT 15003449]: Foreword -- Preface -- Chapter 1. Introduction: Learning in a digital world, the role of interactive technologies to support learning and teaching -- PART I: Theoretical and empirical findings on the integration of interactive technologies in formal or informal education -- Chapter 2. Redefining Augmented Reality in the Classroom -- Chapter 3. Supporting learning in digital games: Promises and challenges -- Chapter 4. Under the hood of digital educational board games: Identifying the link between design elements and learning impact -- Chapter 5. Prompting deep learning with interactive technologies: Theoretical perspectives in integrating interactive technologies -- Chapter 6. Creating dialectics to learn: Infrastructures, practices, and challenges -- Chapter 7. Virtual reality learning environments (VRLEs) for training and learning -- Chapter 8. What gesture and embodied learning bring to VR and education -- Chapter 9. The turn toward wearables as embodied learning technologies -- Chapter 10. Review of augmented reality in education: Situated learning with digital and non-digital resources -- PART II: Use cases of interactive systems, applications and prototypes providing specific learning/teaching affordances -- Chapter 11. The GlobalEd 2 project: An interdisciplinary simulation promoting students' global citizenship and STEM literacy -- Chapter 12. Collective efficacy with identity transparency -- Chapter 13. Designing and evaluating augmented reality applications across multidisciplinary subjects for elementary students -- Chapter 14. Teaching technology design: Practicing teachers designing serious educational games -- Chapter 15. Digital geography and interactive technologies to improve students' competencies -- Chapter 16. Student and teacher's perceptions toward the in-game card as educational reward (ICER) moodle plug-in -- Chapter 17. Virtual reality simulations for physics learning -- Chapter 18. Open Sim in the primary school classroom: Chatterdale scenario -- Chapter 19. Affordances of a game-based learning environment for learning basic numbers -- Chapter 20. Design a collaborative visualization-based learning system for teacher's professional development.
    Contained By: Springer eBooks
    Subject: Educational technology. -
    Online resource: https://doi.org/10.1007/978-981-13-8265-9
    ISBN: 9789811382659
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