標(biāo)題: Titlebook: Creative and Collaborative Learning through Immersion; Interdisciplinary an Anna Hui,Christian Wagner Book 2021 Springer Nature Switzerland [打印本頁] 作者: 可怖 時間: 2025-3-21 17:38
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作者: sacrum 時間: 2025-3-21 23:26
Graphical Big Data: From Simulation to Immersive Visualizationlectures based on PowerPoint slides and verbal interpretation, simulation-based immersive learning incorporates additional channels with graphical vision and interactive modes for delivering knowledge. Using simulation technologies in true-to-life settings, students have the freedom to build up thei作者: 衣服 時間: 2025-3-22 03:50
Design of a CAVE Immersive Visualization System for Teaching and Learning : A Case Study of Air Cargy experience of sight, touch, and interaction. To enrich learning experience and student interest in learning, an effective instructional design is crucial in converting the real environment into the virtual world in immersive VR systems. Therefore, in this study, a framework for designing a CAVE-ba作者: notification 時間: 2025-3-22 05:22 作者: 受傷 時間: 2025-3-22 11:08 作者: 大量 時間: 2025-3-22 13:26
The Relationships Among Simulation-Based Learning , Creativity, and the Learning Approach in Higher hrough electronic or artificial environments. The success of immersive simulation in science and collaboration has mainly been measured using self-efficacy in past studies. The pedagogical effects of and creativity in simulation-based learning remain unexplored. This chapter covers a cross-sectional作者: 大量 時間: 2025-3-22 19:40
Learning Through Immersion : Assessing the Learning Effectivenessnto students’ teaching and learning activities is widely recognized as a fundamental strategy for the next generation of learners. Despite the growing interest in advanced learning technologies and the application of immersive technologies in tertiary education, research investigating the perceived 作者: Glycogen 時間: 2025-3-23 00:14
Blended Learning Approach to Enhance Reflective Higher Order Cognitive Thinking Skills in Studentslended learning approach was adopted in a compulsory course for research postgraduate students at Hong Kong Baptist University since 2014. Students went through subject materials before class and then engaged in collaborative activities that required higher order cognitive thinking, such as case stu作者: 吹牛需要藝術(shù) 時間: 2025-3-23 02:12
Introducing Immersive Learning into Special Education Settings: A Comparative Review of Two Studiesand similar interactive multimedia technologies. These safe, interactive, manipulative and repeatable virtual learning environments have been widely used in general education settings. In this chapter, two pioneering studies conducted by Centre for Innovative Applications of Internet and Multimedia 作者: 圓柱 時間: 2025-3-23 08:26 作者: kidney 時間: 2025-3-23 13:32
Augmented Reality for Immersive Learning : Lessons Learnt from Educational Entrepreneurshipss on the enhancement of a compulsory book used by elementary-school students all over the country. In this case, the enterprise has a direct customer, the government. The second one is an independent effort to design from scratch a local book. In this case, the company expects a return on investment作者: STENT 時間: 2025-3-23 16:43 作者: creatine-kinase 時間: 2025-3-23 19:59
Interactive Learning Environments for Motorsports Racing learning environments (ILEs). Such ILEs provide a constructivist learning experience through 3D dynamic graphic animations that are jointly controlled by the underlying game, game user, automated bots that may control simulated race cars during game play, or alternatively other people engaged in a 作者: 無彈性 時間: 2025-3-24 01:32 作者: 規(guī)范就好 時間: 2025-3-24 02:58
Informationsselektion und Wissensselektionh pedagogy and arts practice. In itself, . may stand the test of time as a continued interface to examine issues of the real and the virtual and may contribute to further theoretical and philosophical discussions of new technologies and artistic practice.作者: 大方一點 時間: 2025-3-24 06:46 作者: Meander 時間: 2025-3-24 13:09
Wissensmanagement mit Balanced Scorecardon-based learning is also related to deep learning, namely higher-order learning, integrative learning, and reflective learning. Third, the results revealed that simulation-based learning is positively correlated with discovery learning, for example, incidental learning and learning by exploring. Th作者: 歡呼 時間: 2025-3-24 17:54 作者: Countermand 時間: 2025-3-24 22:08
Forschung & Entwicklung als Wissenscenterructional and pedagogical design, assessment and evaluation methodology and other aspects relevant to these two studies are reviewed and compared in contrast with the delivery of immersive learning in general education settings in order to provide insights and general guidelines for introducing imme作者: 無思維能力 時間: 2025-3-24 23:49 作者: AMEND 時間: 2025-3-25 05:06 作者: 品牌 時間: 2025-3-25 09:39
Creative and Collaborative Practices in Virtual Immersive Environmentsh pedagogy and arts practice. In itself, . may stand the test of time as a continued interface to examine issues of the real and the virtual and may contribute to further theoretical and philosophical discussions of new technologies and artistic practice.作者: white-matter 時間: 2025-3-25 13:13 作者: 柔軟 時間: 2025-3-25 18:21 作者: 提升 時間: 2025-3-25 23:28
Blended Learning Approach to Enhance Reflective Higher Order Cognitive Thinking Skills in Studentstudents through course feedback questionnaires and focus group interviews showed support and enthusiasm for this interactive and highly engaging type of learning. Students responded that this approach definitely fostered more productive interaction and facilitated exchange of ideas among them. They 作者: 新義 時間: 2025-3-26 00:21 作者: 變態(tài) 時間: 2025-3-26 07:54
A Theory of Blended Knowledge and a Technology-Based Approach for the Development of Creative Producheory has relevance to the teacher training pedagogy that should be advocated in gifted education programs because it is argued that the major goal of such programs should be to increase the world’s reservoir of creative and productive individuals.作者: Crohns-disease 時間: 2025-3-26 09:04 作者: Infraction 時間: 2025-3-26 14:36 作者: GULLY 時間: 2025-3-26 20:38 作者: STELL 時間: 2025-3-26 21:42
Wissensmanagement mit Balanced Scorecardy of New South Wales (UNSW) Sydney. It illustrates the design considerations, discipline-specific workflows and pedagogical strategies employed in beginning to formulate a new and coherent pedagogy for immersive learning that is transferable, distributable and scalable across disciplines and platfor作者: Detain 時間: 2025-3-27 04:33
Forschung & Entwicklung als Wissenscenterirtual or augmented reality. However, simply adopting these technologies cannot guarantee successful teaching and learning experiences. Success requires the design of a pedagogy that consists of techniques, strategies, and styles, which a teacher can employ to drive the learning process. We propose 作者: 沙漠 時間: 2025-3-27 07:29
Wissensmanagement mit Balanced Scorecardhrough electronic or artificial environments. The success of immersive simulation in science and collaboration has mainly been measured using self-efficacy in past studies. The pedagogical effects of and creativity in simulation-based learning remain unexplored. This chapter covers a cross-sectional作者: bypass 時間: 2025-3-27 12:24
Wissensmanagement mit Balanced Scorecardnto students’ teaching and learning activities is widely recognized as a fundamental strategy for the next generation of learners. Despite the growing interest in advanced learning technologies and the application of immersive technologies in tertiary education, research investigating the perceived 作者: 消滅 時間: 2025-3-27 15:33
Wissensmanagement mit Balanced Scorecardlended learning approach was adopted in a compulsory course for research postgraduate students at Hong Kong Baptist University since 2014. Students went through subject materials before class and then engaged in collaborative activities that required higher order cognitive thinking, such as case stu作者: MAOIS 時間: 2025-3-27 18:00
Forschung & Entwicklung als Wissenscenterand similar interactive multimedia technologies. These safe, interactive, manipulative and repeatable virtual learning environments have been widely used in general education settings. In this chapter, two pioneering studies conducted by Centre for Innovative Applications of Internet and Multimedia 作者: SCORE 時間: 2025-3-27 22:43 作者: negligence 時間: 2025-3-28 03:21 作者: Guileless 時間: 2025-3-28 09:02
Kurzfassung der einzelnen Kapitelred to as “blended knowledge.” Received and analyzed knowledge form the basis for most traditional learning situations; however, the assertion emphasized in this chapter is that these two types of knowledge have limited value so far as investigative and creative productivity are concerned unless the作者: Detonate 時間: 2025-3-28 10:59
Kurzfassung der einzelnen Kapitel learning environments (ILEs). Such ILEs provide a constructivist learning experience through 3D dynamic graphic animations that are jointly controlled by the underlying game, game user, automated bots that may control simulated race cars during game play, or alternatively other people engaged in a 作者: sulcus 時間: 2025-3-28 14:36
Creative and Collaborative Learning through Immersion978-3-030-72216-6Series ISSN 2364-6675 Series E-ISSN 2364-6683 作者: 公司 時間: 2025-3-28 20:25
https://doi.org/10.1007/978-3-030-72216-6Collaborative Learning; Immersive Learning; Instructional Design; Immersive Technology; Tele-immersion; V作者: Essential 時間: 2025-3-28 23:55 作者: Cytokines 時間: 2025-3-29 04:23
Anna Hui,Christian WagnerProvides workable pedagogical examples of how immersive learning is promoted in various disciplines.Offers research evidence on the learning outcomes of immersive learning.Shows how technology and ped作者: 壟斷 時間: 2025-3-29 09:45
Creativity in the Twenty First Centuryhttp://image.papertrans.cn/c/image/239550.jpg作者: eczema 時間: 2025-3-29 13:18 作者: 蛤肉 時間: 2025-3-29 17:03 作者: 抵押貸款 時間: 2025-3-29 23:33
Designing Multi-disciplinary Interactive Virtual Environments for Next-Generation Immersive Learninginning to formulate a new and coherent pedagogy for immersive learning that is transferable, distributable and scalable across disciplines and platforms. In this way, it provides a number of methodological templates for contemplating discipline-specific immersive learning needs.作者: 山間窄路 時間: 2025-3-30 02:13 作者: disparage 時間: 2025-3-30 05:52
Book 2021esign. It focuses on pedagogical models and learning outcomes of immersive learning experiences and demonstrates how immersive learning can be applied in industries.?This book brings scholars, researchers and educators together around an international and interdisciplinary consolidation and reflecti作者: 子女 時間: 2025-3-30 11:22
Wissensmanagement mit Balanced Scorecardnts’ problem-solving and learning processes, a case study in air cargo logistics is discussed to demonstrate how to facilitate instructional design in an immersive VR system. It is expected that insights into interactive teaching and learning can be provided through the immersive VR system enhancement.