Language:
English
繁體中文
Help
回圖書館首頁
手機版館藏查詢
Login
Back
Switch To:
Labeled
|
MARC Mode
|
ISBD
Best Practices in Designing Effectiv...
~
Richards, Rosalyn Kelson.
Linked to FindBook
Google Book
Amazon
博客來
Best Practices in Designing Effective Gamified Mixed Reality Learning Environments.
Record Type:
Electronic resources : Monograph/item
Title/Author:
Best Practices in Designing Effective Gamified Mixed Reality Learning Environments./
Author:
Richards, Rosalyn Kelson.
Published:
Ann Arbor : ProQuest Dissertations & Theses, : 2021,
Description:
487 p.
Notes:
Source: Dissertations Abstracts International, Volume: 83-01, Section: A.
Contained By:
Dissertations Abstracts International83-01A.
Subject:
Instructional design. -
Online resource:
https://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=28546713
ISBN:
9798516925009
Best Practices in Designing Effective Gamified Mixed Reality Learning Environments.
Richards, Rosalyn Kelson.
Best Practices in Designing Effective Gamified Mixed Reality Learning Environments.
- Ann Arbor : ProQuest Dissertations & Theses, 2021 - 487 p.
Source: Dissertations Abstracts International, Volume: 83-01, Section: A.
Thesis (Ph.D.)--Walden University, 2021.
This item must not be sold to any third party vendors.
Many researchers have observed that gamified mixed reality learning environments (gMRLEs) can increase learner engagement, motivation, knowledge acquisition, and critical thinking. However, there is no consensus on strategies and methods for designing gMRLEs. The purpose of this qualitative Delphi study was to identify best practices in designing gMRLEs that increase learner engagement, motivation, knowledge acquisition, and critical thinking. Constructivism, situated learning, and self-determination theories served as a conceptual framework for this research. A panel of 16 expert gMRLE designers offered insights to answer the research questions about overall and specific best practices for designing these environments in ways that increase learner engagement, motivation, knowledge acquisition, and critical thinking. Consensus was established through three rounds of data collection using online questionnaires. The expert panel recommended 36 best practices for designing gMRLEs that increase learner engagement, motivation, knowledge acquisition, and critical thinking. These practices can be applied in a variety of formal and informal learning settings, such as K-12 and higher education, healthcare and vocational training, community and public service education, and museums and cultural heritage sites. Innovative use of gamified mixed reality may empower learners to examine complicated situations from multiple perspectives; draw their own conclusions; and achieve a deeper understanding of ideas, peoples, and situations while finding solutions to real-world problems.
ISBN: 9798516925009Subjects--Topical Terms:
3172279
Instructional design.
Subjects--Index Terms:
Augmented reality
Best Practices in Designing Effective Gamified Mixed Reality Learning Environments.
LDR
:02781nmm a2200385 4500
001
2285258
005
20211129124020.5
008
220723s2021 ||||||||||||||||| ||eng d
020
$a
9798516925009
035
$a
(MiAaPQ)AAI28546713
035
$a
AAI28546713
040
$a
MiAaPQ
$c
MiAaPQ
100
1
$a
Richards, Rosalyn Kelson.
$3
3564547
245
1 0
$a
Best Practices in Designing Effective Gamified Mixed Reality Learning Environments.
260
1
$a
Ann Arbor :
$b
ProQuest Dissertations & Theses,
$c
2021
300
$a
487 p.
500
$a
Source: Dissertations Abstracts International, Volume: 83-01, Section: A.
500
$a
Advisor: Courduff, Jennifer.
502
$a
Thesis (Ph.D.)--Walden University, 2021.
506
$a
This item must not be sold to any third party vendors.
520
$a
Many researchers have observed that gamified mixed reality learning environments (gMRLEs) can increase learner engagement, motivation, knowledge acquisition, and critical thinking. However, there is no consensus on strategies and methods for designing gMRLEs. The purpose of this qualitative Delphi study was to identify best practices in designing gMRLEs that increase learner engagement, motivation, knowledge acquisition, and critical thinking. Constructivism, situated learning, and self-determination theories served as a conceptual framework for this research. A panel of 16 expert gMRLE designers offered insights to answer the research questions about overall and specific best practices for designing these environments in ways that increase learner engagement, motivation, knowledge acquisition, and critical thinking. Consensus was established through three rounds of data collection using online questionnaires. The expert panel recommended 36 best practices for designing gMRLEs that increase learner engagement, motivation, knowledge acquisition, and critical thinking. These practices can be applied in a variety of formal and informal learning settings, such as K-12 and higher education, healthcare and vocational training, community and public service education, and museums and cultural heritage sites. Innovative use of gamified mixed reality may empower learners to examine complicated situations from multiple perspectives; draw their own conclusions; and achieve a deeper understanding of ideas, peoples, and situations while finding solutions to real-world problems.
590
$a
School code: 0543.
650
4
$a
Instructional design.
$3
3172279
650
4
$a
Curriculum development.
$3
684418
650
4
$a
Educational technology.
$3
517670
653
$a
Augmented reality
653
$a
Gamification
653
$a
Instructional design
653
$a
Learning
653
$a
Mixed reality
653
$a
Virtual reality
690
$a
0447
690
$a
0727
690
$a
0710
710
2
$a
Walden University.
$b
Education.
$3
1022723
773
0
$t
Dissertations Abstracts International
$g
83-01A.
790
$a
0543
791
$a
Ph.D.
792
$a
2021
793
$a
English
856
4 0
$u
https://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=28546713
based on 0 review(s)
Location:
ALL
電子資源
Year:
Volume Number:
Items
1 records • Pages 1 •
1
Inventory Number
Location Name
Item Class
Material type
Call number
Usage Class
Loan Status
No. of reservations
Opac note
Attachments
W9436991
電子資源
11.線上閱覽_V
電子書
EB
一般使用(Normal)
On shelf
0
1 records • Pages 1 •
1
Multimedia
Reviews
Add a review
and share your thoughts with other readers
Export
pickup library
Processing
...
Change password
Login