"This book highlights invaluable research covering the design, development, and evaluation of online learning environments, examining the role of technology enhanced learning in this emerging area"--Provided by publisher.--
"This book addresses intelligent tutoring system (ITS) environments from the standpoint of information and communication technology (ICT) and the recent accomplishments within both the e-learning paradigm and e-learning systems"--Provided by publisher.
A Complete Toolbox of Theories and Techniques The second edition of a bestseller, Handbook of Virtual Environments: Design, Implementation, and Applications presents systematic and extensive coverage of the primary areas of research and development within VE technology. It brings together a comprehensive set of contributed articles that address the principles required to define system requirements and design, build, evaluate, implement, and manage the effective use of VE applications. The contributors provide critical insights and principles associated with their given areas of expertise to provide extensive scope and detail on VE technology and its applications. What’s New in the Second Edition: Updated glossary of terms to promote common language throughout the community New chapters on olfactory perception, avatar control, motion sickness, and display design, as well as a whole host of new application areas Updated information to reflect the tremendous progress made over the last decade in applying VE technology to a growing number of domains This second edition includes nine new, as well as forty-one updated chapters that reflect the progress made in basic and applied research related to the creation, application, and evaluation of virtual environments. Contributions from leading researchers and practitioners from multidisciplinary domains provide a wealth of theoretical and practical information, resulting in a complete toolbox of theories and techniques that you can rely on to develop more captivating and effective virtual worlds. The handbook supplies a valuable resource for advancing VE applications as you take them from the laboratory to the real-world lives of people everywhere.
The potential to integrate augmented reality into educational settings has led to the development of myriad programs for implementing these transformative technologies into education. However, the transformative learning processes possible for learners can best be developed through integration in immersive virtual learning environments. The integration of augmented reality (AR) technologies into education involves matching the potential of AR with the most effective instructional model for immersing learners in the learning process. With current research focused heavily on blended or online learning, augmented reality fits right into the new technologies and trends that are being developed and utilized on a consistent basis. There is a need for research that provides detailed curriculum guides, templates for designing virtual worlds, evaluation processes, and immersive learning procedures that can be utilized to provide the best educational environment for student success. Implementing Augmented Reality Into Immersive Virtual Learning Environments provides current research for the integration of transformative new technologies into multiple educational settings. Examining the why, what, and how of integrating augmented reality into immersive virtual learning technologies, this book covers various educational settings, such as nursing education, sports coaching, language education, and more. While highlighting the benefits for virtual reality, its role in remote learning, the logistics of simulation, and branches of it such as gamification, this book is ideally intended for teachers, school administrators, teacher educators, practitioners, IT specialists, educational software developers, researchers, academicians, and students interested in integrating augmented reality in educational programs.
The first objective of this study is to derive a multidimensional research framework simultaneously outlining and concretising particular aspects being relevant to and surrounding the elicitation and evaluation of VLE design characteristics. Based on this, the second objective of this study is to elicit for the first time a holistic set of well-defined, simultaneously detailed and operative VLE design characteristics systematically. In reply to a recently articulated call for research (Venkatesh & Bala, 2008), the third objective of this study is to evaluate for the first time the impact of the desired set of VLE design characteristics to be elicited on crucial behavioural determinants of users’ behavioural intention to use and actual use of a VLE in terms of the VLE success measures of this study. Such an investigation may reveal further, more detailed and operative, knowledge about design-related and behavioural drivers of users’ current VLE use/refusal.
As the world rapidly moves online, sectors from management, industry, government, and education have broadly begun to virtualize the way people interact and learn. Virtual Learning Environments: Concepts, Methodologies, Tools and Applications is a three-volume compendium of the latest research, case studies, theories, and methodologies within the field of virtual learning environments. As networks get faster, cheaper, safer, and more reliable, their applications grow at a rate that makes it difficult for the typical practitioner to keep abreast. With a wide range of subjects, spanning from authors across the globe and with applications at different levels of education and higher learning, this reference guide serves academics and practitioners alike, indexed and categorized easily for study and application.
Continuous advances in technologies, individuals, and the workplace have increased the importance of adult learning and professional development for keeping up with the current pace of technologies and information. Advanced Research in Adult Learning and Professional Development: Tools, Trends, and Methodologies explores the understanding, practice, and research within technical education and professional development. By providing a comprehensive view on educational technologies for adult learning, this book is essential for lecturers, practitioners, as well as academics interested in a variety of research in continuing education.
"This book provides a sound overview of the ways that technology influences the human and organizational aspects of higher education and how technology is changing the relationship between faculty and students, higher education experience, and the role of colleges and universities within society as a whole"-- Provided by publisher.
Augmented reality (AR) and virtual reality (VR) provide flexibility in education and have become widely used for the promotion of multimedia learning. This use coincides with mobile devices becoming prevalent, VR devices becoming more affordable, and the creation of user-friendly software that allows the development of AR/VR applications by non-experts. However, because the integration of AR and VR into education is a fairly new practice that is only in its initial stage, these processes and outcomes need to be improved. Designing, Deploying, and Evaluating Virtual and Augmented Reality in Education is an essential research book that presents current practices and procedures from different technology-implementation stages (design, deployment, and evaluation) to help educators use AR/VR applications in their own teaching practices. The book provides comprehensive information on AR and VR applications in different educational settings from various perspectives including but not limited to mobile learning, formal/informal learning, and integration strategies with practical and/or theoretical implications. Barriers and challenges to their implementation that are currently faced by educators are also addressed. This book is ideal for academicians, instructors, curriculum designers, policymakers, instructional designers, researchers, education professionals, practitioners, and students.
"This book should be used by human resource managers, corporate educators, instructional designers, consultants and researchers who want to discover how people use virtual realities for corporate education"--Provided by publisher.
Beyond the undergraduate and graduate levels, education has traditionally ceased when students enter the workforce as professionals in their respective fields. However, recent trends in education have found that adult students beyond the traditional university age often benefit greatly from returning to further their education. Adult and Continuing Education: Concepts, Methodologies, Tools, and Applications investigates some of the most promising trends in furthering education and professional development in a variety of settings and industries. With an extensive array of chapters on topics ranging from non-traditional students to online and distance education for adult learners, this multi-volume reference book will provide students, educators, and industry professionals with the tools necessary to make the most of their return to the classroom.
"This book brings together researchers who study and professionals who design and deliver online training across cultures in both higher education and corporate training settings to share paradigms, perspectives, insights, best practices, challenges and best practices"--Provided by publisher.