Handbook of Research on 3-D Virtual Environments and Hypermedia for Ubiquitous Learning


Book Description

As society continues to experience increases in technological innovations, various industries must rapidly adapt and learn to incorporate these advances. When utilized effectively, the use of computer systems in educational settings creates a richer learning environment for students. The Handbook of Research on 3-D Virtual Environments and Hypermedia for Ubiquitous Learning is a critical reference source for the latest research on the application of virtual reality in educational environments and how the immersion into three-dimensional settings enhances student motivation and interaction. Exploring innovative techniques and emerging trends in virtual learning and hypermedia, this book is ideally designed for researchers, developers, upper-level students, and educators interested in the incorporation of immersive technologies in the learning process.




Handbook of Research on Collaborative Teaching Practice in Virtual Learning Environments


Book Description

Modern technology has enhanced many aspects of life, including classroom education. By offering virtual learning experiences, educational systems can become more efficient and effective at teaching the student population. The Handbook of Research on Collaborative Teaching Practice in Virtual Learning Environments highlights program developments in the realm of digital worlds in educational settings. Featuring pedagogical methods and topics relating to cooperative learning, hands-on curriculum, and meta-cognitive dimensions, this publication is a critical reference source for pre-service and in-service teachers, school administrators, higher education faculty, and researchers interested in virtual reality incorporation in the classroom.




A Simplex Approach to Learning, Cognition, and Spatial Navigation: Emerging Research and Opportunities


Book Description

Perception plays a key role in numerous aspects of life in contemporary society. By developing tools to effectively measure perception and spatial recognition, a range of relevant applications can be utilized. A Simplex Approach to Learning, Cognition, and Spatial Navigation: Emerging Research and Opportunities is an innovative source of scholarly material that presents a unique perspective on the convergence of game-based learning, empathy, cognition, and spatial understanding. Including a range of pertinent topics such as gender considerations, space representation, and user interfaces, this book is an ideal reference publication for academics, researchers, students, and educators interested in the role of spatial reference systems in education.




Virtual Reality Designs


Book Description

Virtual Reality is not real life. Instead it is life-like creations using computer-generated scenarios. Human behavior is replicated in virtual scenarios, where every detail is controlled by computers, and in situations that can be repeated under the same conditions. Based on technology and design, the user can experience presence. In the virtual world, users are embodied in avatars that represent them and are the means to interact with the virtual environment. Avatars are graphical models that behave on behalf of the human behind them. The user avatar is a proxy that also backs interaction with others, allowing computer-mediated interactions. Analyses directed to understand people’s perceptions, personal and social behavior in computer mediated interactions, comprise a multidisciplinary area of study that involves, among others, computer science, psychology and sociology. In the last two decades a number of studies supported by Virtual Reality have been conducted to understand human behavior, in some cases the implications of the technology, or to reproduce artificial human behavior. This book presents a collection of studies from recognized researchers in the area.




Sliding Mode in Intellectual Control and Communication: Emerging Research and Opportunities


Book Description

The integration of sliding mode in engineering systems has been a focus of research for many years. However, the use of this method in non-engineering systems still requires a better understanding. Sliding Mode in Intellectual Control and Communication: Emerging Research and Opportunities is a pivotal reference source that intends to fill the gap of available knowledge on characteristics of sliding mode in non-engineering contexts. Highlighting a range of pertinent topics such as information processing, intelligent agents, and virtual communications, this book is ideally designed for researchers, academics, students, and professionals interested in the latest developments in sliding mode techniques and applications.




Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning


Book Description

Emerging technologies are becoming more prevalent in global classrooms. Traditional literacy pedagogies are shifting toward game-based pedagogy, addressing 21st century learners. Therefore, within this context there remains a need to study strategies to engage learners in meaning-making with some element of virtual design. Technology supports the universal design learning framework because it can increase the access to meaningful engagement in learning and reduce barriers. The Handbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning provides theoretical frameworks and empirical research findings in digital technology and multimodal ways of acquiring literacy skills in the 21st century. This book gains a better understanding of how technology can support leaner frameworks and highlights research on discovering new pedagogical boundaries by focusing on ways that the youth learn from digital sources such as video games. Covering topics such as elementary literacy learning, indigenous games, and student-worker training, this book is an essential resource for educators in K-12 and higher education, school administrators, academicians, pre-service teachers, game developers, researchers, and libraries.




Handbook of Research on Serious Games for Educational Applications


Book Description

Games have been part of the entertainment industry for decades. Once only considered viable for personal entertainment, virtual gaming media is now being explored as a useful tool for learning and student engagement. The Handbook of Research on Serious Games for Educational Applications presents a comprehensive examination of the implementation of gaming in classroom settings and the cognitive benefits this integration presents. Highlighting theoretical, psychological, instructional design, and teaching perspectives, this book is a pivotal reference source for researchers, educators, professionals, and academics interested in the innovative opportunities of game-based learning.




Virtual Reality in Education: Breakthroughs in Research and Practice


Book Description

Modern technology has infiltrated many facets of society, including educational environments. Through the use of virtual learning, educational systems can become more efficient at teaching the student population and break down cost and distance barriers to reach populations that traditionally could not afford a good education. Virtual Reality in Education: Breakthroughs in Research and Practice is an essential reference source on the uses of virtual reality in K-12 and higher education classrooms with a focus on pedagogical and instructional outcomes and strategies. Highlighting a range of pertinent topics such as immersive virtual learning environments, virtual laboratories, and distance education, this publication is an ideal reference source for pre-service and in-service teachers, school administrators, principles, higher education faculty, K-12 instructors, policymakers, and researchers interested in virtual reality incorporation in the classroom.




Aligning Perceptual and Conceptual Information for Cognitive Contextual System Development: Emerging Research and Opportunities


Book Description

The rise of technology has led to rapid developments in robotic intelligence and its various applications. The success or failure of these systems is linked closely with effective perception and cognition models. Aligning Perceptual and Conceptual Information for Cognitive Contextual System Development: Emerging Research and Opportunities is an innovative source of academic content on approaches to cognitive and perceptual systems development in artificial intelligence. Including a range of relevant topics such as object processing, implicit symbols, and knowledge representation, this book is ideally designed for engineers, academics, practitioners, and students interested in perceptual and conceptual interpretation in artificial intelligence.




Design, Motivation, and Frameworks in Game-Based Learning


Book Description

Game-based learning relates to the use of games to enhance the learning experience. Educators have been using games in the classroom for years, and when tied to the curriculum, commercial games are a powerful learning tool because they are highly engaging and relatable for students. Design, Motivation, and Frameworks in Game-Based Learning is a critical scholarly resource that examines the themes of game-based learning. These themes, through a multidisciplinary perspective, juxtapose successful practices. Featuring coverage on a broad range of topics such as educational game design, gamification in education, and game content curation, this book is geared towards academicians, researchers, and students seeking current research on justifying the roles and importance of motivation in making games fun and engaging for game-based learning practice.