• Open Daily: 10am - 10pm
    Alley-side Pickup: 10am - 7pm

    3038 Hennepin Ave Minneapolis, MN
    612-822-4611

Open Daily: 10am - 10pm | Alley-side Pickup: 10am - 7pm
3038 Hennepin Ave Minneapolis, MN
612-822-4611
Learning in a Digital World: Perspective on Interactive Technologies for Formal and Informal Education

Learning in a Digital World: Perspective on Interactive Technologies for Formal and Informal Education

Paperback

Series: Smart Computing and Intelligence

General Education

ISBN10: 9811382670
ISBN13: 9789811382673
Publisher: Springer Nature
Published: Aug 14 2020
Pages: 339
Weight: 1.11
Height: 0.75 Width: 6.14 Depth: 9.21
Language: English
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.

Also in

General Education