ERIC Number: ED595088
Record Type: Non-Journal
Publication Date: 2019
Pages: 348
Abstractor: ERIC
ISBN: 978-1-5225-7987-8
ISSN: N/A
EISSN: N/A
Emerging Technologies in Virtual Learning Environments
Becnel, Kim, Ed.
IGI Global
The emergent phenomena of virtual reality, augmented reality, and mixed reality is having an impact on ways people communicate with technology and with each other. Schools and higher education institutions are embracing these emerging technologies and implementing them at a rapid pace. The challenge, however, is to identify well-defined problems where these innovative technologies can support successful solutions and subsequently determine the efficacy of effective virtual learning environments. "Emerging Technologies in Virtual Learning Environments" is an essential scholarly research publication that provides a deeper look into 3D virtual environments and how they can be developed and applied for the benefit of student learning and teacher training. This book features a wide range of topics in the areas of science, technology, engineering, arts, and math to ensure a blend of both science and humanities research. Therefore, it is ideal for curriculum developers, instructional designers, teachers, school administrators, higher education faculty, professionals, researchers, and students studying across all academic disciplines. This book contains the following chapters: (1) New Personal Learning Ecosystems: A Decade of Research in Review (Helene Fournier, Rita Kop, and Heather Molyneaux); (2) Teaching Virtual Online Courses in an Era of Negative Student Reviews: Mixed Methods Controlled Experiment and Feedback (Kenneth David Strang); (3) #teachingbydesign: Complicating Accessibility in the Tech-Mediated Classroom (Cat Mahaffey and Ashlyn C. Walden); (4) Participating on More Equal Terms? Power, Gender, and Participation in a Virtual World Learning Scenario (Mats Deutschmann, Anders Steinvall, and Airong Wang); (5) Transitions in Student Motivation During a MUVE-Based Ecosystem Science Curriculum: An Evaluation of the Novelty Effect (Shari J. Metcalf, Jason A. Chen, Amy M. Kamarainen, Kim M. Frumin, Trisha L. Vickrey, Tina A. Grotzer, and Christopher J. Dede); (6) Perceptions of Presence and Community in Immersive Online Learning Environments (Amelia W. Cheney, Terry McClannon, Les Bolt, and Robert L. Sanders); (7) Effects of Learning Traits and Information Display on Incidental Learning in 3D Virtual Environments (Wayne W. Thomas and Patricia M. Boechler); (8) Games in Innovation Education: Simulated vs. Authentic Gamified Participation (Rikke Magnussen); (9) Rhetorical Replay and the Challenge of Gamic History: Silencing the Siren Song of Digital Simulation (Jerremie V. Clyde and Glenn R. Wilkinson); (10) Revisiting MMORPGs in Support of Learning: Changes in the Last Decade (Bodi Anderson); (11) Augmented Reality-Based Training Systems for Teaching Health and Safety Procedures in Construction (Inma García-Pereira, Cristina Portalés, Sergio Casas, María Vidal-González, and Jesús Gimeno); (12) CSI4FS®: A Markerless Augmented Reality Game -- A Novel Approach to Crime Scene Investigation Training (Ian Levstein and Lenora Jean Justice); and (13) A Constructivist Desktop Virtual Reality-Based Approach to Learning in a Higher Education Institution (Serpil Meri-Yilan).
Descriptors: Educational Technology, Technology Uses in Education, Computer Simulation, Simulated Environment, Teaching Methods, Educational Innovation, STEM Education, Art Education, Online Courses, Power Structure, Gender Differences, Student Motivation, Novelty (Stimulus Dimension), Interpersonal Relationship, Incidental Learning, Educational Games, Health Education, Safety Education, Construction Industry, Crime, Constructivism (Learning), Higher Education
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Publication Type: Books; Collected Works - General
Education Level: Higher Education; Postsecondary Education
Audience: Teachers; Students; Researchers; Administrators
Language: English
Sponsor: N/A
Authoring Institution: N/A
Grant or Contract Numbers: N/A