서지주요정보
Learning in a Digital World: Perspective on Interactive Technologies for Formal and Informal Education
서명 / 저자 Learning in a Digital World [electronic resource] : Perspective on Interactive Technologies for Formal and Informal Education / edited by Paloma Díaz, Andri Ioannou, Kaushal Kumar Bhagat, J. Michael Spector.
저자명 Díaz, Paloma. editor. edt http://id.loc.gov/vocabulary/relators/edt ; Ioannou, Andri. editor. (orcid)0000-0002-3570-6578 https://orcid.org/0000-0002-3570-6578 edt http://id.loc.gov/vocabulary/relators/edt ; Bhagat, Kaushal Kumar. editor. edt http://id.loc.gov/vocabulary/relators/edt ; Spector, J. Michael. editor. edt http://id.loc.gov/vocabulary/relators/edt
단체명 SpringerLink (Online service)
판사항 1st ed. 2019.
발행사항 Singapore : Springer Nature Singapore : Imprint: Springer, 2019.
총서명 Smart Computing and Intelligence, 2522-0896
Online Access https://doi.org/10.1007/978-98... URL

서지기타정보

서지기타정보
ISBN 9789811382659
기타 표준번호 10.1007/978-981-13-8265-9
청구기호 LB1028.3
형태사항 XVIII, 339 p. 78 illus., 62 illus. in color. online resource.
언어 English
내용 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.
주제 Educational technology.
Education --Data processing.
Digital Education and Educational Technology.
Computers and Education.
보유판 및 특별호 저록 Springer Nature eBook
Printed edition: 9789811382642 Printed edition: 9789811382666 Printed edition: 9789811382673
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