My Account Log in

1 option

Learning in a Digital World : Perspective on Interactive Technologies for Formal and Informal Education / edited by Paloma Díaz, Andri Ioannou, Kaushal Kumar Bhagat, J. Michael Spector.

SpringerLink Books Computer Science (2011-2024) Available online

SpringerLink Books Computer Science (2011-2024)
Format:
Book
Contributor:
Díaz, Paloma (College teacher), editor.
Ioannou, Andri, editor.
Bhagat, Kaushal Kumar, editor.
Spector, J. Michael, editor.
SpringerLink (Online service)
Series:
Computer Science (Springer-11645)
Smart computing and intelligence 2522-0888
Smart Computing and Intelligence, 2522-0888
Language:
English
Subjects (All):
Educational technology.
Education--Data processing.
Educational Technology.
Technology and Digital Education.
Computers and Education.
Local Subjects:
Educational Technology.
Technology and Digital Education.
Computers and Education.
Physical Description:
1 online resource (XVIII, 339 pages) : 78 illustrations, 62 illustrations in color.
Edition:
First edition 2019.
Contained In:
Springer eBooks
Place of Publication:
Singapore : Springer Singapore : Imprint: Springer, 2019.
System Details:
text file PDF
Summary:
This book aims at guiding the educators from a variety of available technologies to support learning and teaching by discussing the learning benefits and the challenges that interactive technology imposes. This guidance is based on practical experiences gathered through developing and integrating them into varied educational settings. It compiles experiences gained with various interactive technologies, offering a comprehensive perspective on the use and potential value of interactive technologies to support learning and teaching. Taken together, the chapters provide a broader view that does not focus exclusively on the uses of technology in educational settings, but also on the impact and ability of technology to improve the learning and teaching processes. The book addresses the needs of researchers, educators and other stakeholders in the area of education interested in learning how interactive technologies can be used to overcome key educational challenges.
Contents:
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.
Other Format:
Printed edition:
ISBN:
978-981-13-8265-9
9789811382659
9789811382642
9789811382666
9789811382673
Access Restriction:
Restricted for use by site license.

The Penn Libraries is committed to describing library materials using current, accurate, and responsible language. If you discover outdated or inaccurate language, please fill out this feedback form to report it and suggest alternative language.

We want your feedback!

Thanks for using the Penn Libraries new search tool. We encourage you to submit feedback as we continue to improve the site.

My Account

Shelf Request an item Bookmarks Fines and fees Settings

Guides

Using the Library Catalog Using Articles+ Library Account