Immersive learning research network ...
iLRN (Conference) (2024 :)

Linked to FindBook      Google Book      Amazon      博客來     
  • Immersive learning research network = 10th International Conference on Immersive Learning, iLRN 2024, Glasgow, UK, June 10-13, 2024 : revised selected papers.. Part I /
  • Record Type: Electronic resources : Monograph/item
    Title/Author: Immersive learning research network/ edited by Jule M. Krüger ... [et al.].
    Reminder of title: 10th International Conference on Immersive Learning, iLRN 2024, Glasgow, UK, June 10-13, 2024 : revised selected papers.
    remainder title: iLRN 2024
    other author: Krüger, Jule M.
    corporate name: iLRN (Conference)
    Published: Cham :Springer Nature Switzerland : : 2025.,
    Description: xxiv, 485 p. :ill., digital ;24 cm.
    [NT 15003449]: Foundations in Immersive Learning Research and Theory. -- The Vibrotactile Paradox: Corrective and Reenforcing Feedback in Educational VR. -- Scent Box: Prototyping and Instructions for Olfactory Enhancement of VR-Experiences. -- Measuring Cognitive Load with Eye-tracking during Mental Rotation with 2D and 3D Visualization in AR. -- Augmented Didactic: Interacting with 3D Models to Enhance the Memory Systems. -- Complexity of Agency in VR Learning Environments: Exploring Associations with Interactivity, Learning Outcomes, and Affect. -- Ready Student One: A Framework for Avatar Design in Higher Education. -- A Literature Review and Taxonomy of In-VR Questionnaire User Interfaces. -- Describing and Interpreting Immersive Learning Cases with the Immersion Cube and the Immersive Learning Brain. -- Exploiting the TARC framework: The Relations between Educators' Attitudes towards AR, Innovativeness, Digital Skills, and AR Skills in Education. -- Perceptions of Higher Education Students on Immersive Virtual Reality for Communication Skills Training. The Bodyswaps Case. -- Adaptive Learning and Instruction with Augmented Reality: A Scoping Review. -- An Evaluation of Headset vs Desktop Use for Accessing Virtual Worlds in a Higher Education Context. -- Design of Virtual Reality Environments to Support Learning in History Education. -- Perfecting the Interdisciplinary Storm: Immersive Narrative Development Workflows in Context of Meteorology Labs. -- Assessment and Evaluation (A&E). -- Is Usability always Productive in Learning Environments. -- Galleries, Libraries, Archives and Museums (GLAM). -- The Application of Procedurally Generated Libraries in Immersive Virtual Reality. -- Designing MetaHuman-Based Historical Characters in Virtual Exhibitions and Scenes: A Case Study on St Andrews. -- Inclusion, Diversity, Equity, Access, and Social Justice (IDEAS). -- Preliminary Report: Innovations in Participatory Immersive XR Research for Transition-Aged Autistic Adults. -- Preliminary Analysis of Empathy-Driven Design and Inclusive Cybersecurity Education: The Initial Phase of the uSucceed Project's Virtual Reality Curriculum for Neurodiverse Adults in STEM. -- Exploring the Inclusive Design and Use of Social MultiPlatform Virtual Reality for a Post-Secondary Gender Diversity Workshop. -- STEM Education (STEM). -- A Computer-Supported Collaborative Learning Environment for Computer Science Education. -- AR for Science Education: Students' Behaviour Patterns and the Relationship between Cognitive Load, Knowledge Acquisition and Performance. -- Spatial Audio Cues in an Immersive Virtual Reality STEM Escape Room Game: A Comparative Study. -- Lessons upon Dislikes: Educational Game Design Principles from Players' Negative Feedback. -- Exploring the Influence of Immersive Virtual Reality on Science Learning - An Affordance Approach. -- Immersive Learning in History Education: Exploring the Capabilities of Virtual Avatars and Large Language Models. -- The Potential of Virtual Reality for Immersive HCI Education: Insights from an Empirical Study. -- Promoting Science Identity Exploration: An Analysis of the Game Design Features in WaterWays. -- Medical & Healthcare Education (MHE). -- Learning from Immersive Augmented Reality on COVID-19 Transmission. -- Workforce Development & Industry Training (WDIT). -- Breaking Barriers in Getting to Yes: Using Immersive Media for Cross-cultural Negotiation Training. -- Self and Co-regulated Learning with Immersive Learning Environments (SCILE). -- Creativo: Design and Evaluation of a Multi-User Collaborative Learning Environment in Virtual Reality. -- The Impact of Cognitive, Affective, and Psychomotor Learning Perception on Learning Outcomes in the eXtended Reality based Nursing Simulation. -- Immersive Virtual Learning Spaces for Emotional Engagement in Education with the Classroom-ready Virtual Reality Device CLASSVR. -- Method for Evaluation and Classification of Self and Co-regulation of Learning in Immersive Narrative.
    Contained By: Springer Nature eBook
    Subject: Educational technology - Congresses. -
    Online resource: https://doi.org/10.1007/978-3-031-80475-5
    ISBN: 9783031804755
Location:  Year:  Volume Number: 
Items
  • 1 records • Pages 1 •
  • 1 records • Pages 1 •
Multimedia
Reviews
Export
pickup library
 
 
Change password
Login