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Full 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.
Contents
1. Vartel Innovation.- 2. Effectiveness of Virtual & Augmented Reality Learning Environments in Enhancing Students' Self Efficacy.- 3. Optimizing Learning Through Game Design An Essential Role In Educational Games.- 4. Enhancing Learning In Virtual Reality: Utilizing Hand Motion Detection In Educational Games.- 5. VARTeL for STEAM Education: Qualitative and Quantitative Analysis.- 6. Virtual Reality Enabled Robotic Surgery Training Through Telesurgery.- 7. Tree Pruning Simulation and Tree Growth Modelling.- 8. Educational Metaverse For Learning Of Cpu Scheduling Algorithms In Operating Systems.