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Cognitive and affective perspectives on immersive technology in education / Robert Z. Zheng, the University of Utah, USA.

EBSCOhost Academic eBook Collection (North America) Available online

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Format:
Book
Author/Creator:
Zheng, Robert, author.
Contributor:
Zheng, Robert, editor.
Series:
Advances in educational technologies and instructional design. 2326-8905.
Advances in educational technologies and instructional design (AETID) book series
Language:
English
Subjects (All):
Virtual reality in education.
Cognitive learning.
Physical Description:
1 online resource (xxii, 337 pages) : illustrations (some color).
Place of Publication:
Hershey, Pennsylvania : Information Science Reference, [2020]
System Details:
Mode of access: World Wide Web.
Summary:
"This book focuses on cognitive and affective processes in immersive technology, as well as the successful application of immersive technology in education"-- Provided by publisher.
Contents:
Section 1. Theories on cognitive and affective perspectives on immersive technology. Chapter 1. Learning with immersive technology: a cognitive perspective ; Chapter 2. Designing for immersion: mindful of cognition, motivation, and imagination ; Chapter 3. The reality of augmented reality in the classroom ; Chapter 4. From visual culture in the immersive metaverse to visual cognition in education ; Chapter 5. Authentic leadership in immersive learning environments: teachers as affective, cognitive, and pedagogical enablers ; Chapter 6. Immersive technology: past, present, and future in education
Section 2. Integrating immersive technology in cognitive and affective learning. Chapter 7. Measuring electrodermal activity in an afterschool maker program to detect youth engagement ; Chapter 8. Designing virtual agents for simulation-based learning in virtual reality ; Chapter 9. The affordances of 3D mixed reality in cultivating secondary students' non-cognitive skills use and development in the engineering design process ; Chapter 10. New technologies shaping learning?: AR learning experiences and integration model ; Chapter 11. Modeling interactive behaviors while learning with digitized objects in virtual reality environments ; Chapter 12. User experience of public speaking practice in virtual reality ; Chapter 13. The use of mobile learning technologies in primary education ; Chapter 14. Factors that enable or hinder the implementation of game development activity in learning environments.
Notes:
"Premier Reference Source" -- Front cover.
Includes bibliographical references and index.
Description based on print version record.
ISBN:
9781799832522
179983252X
OCLC:
1130320190

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