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Virtual, Augmented, and Mixed Realities in Education

  • Dejian Liu
  • Chris Dede
  • Ronghuai Huang
  • John Richards

Part of the Smart Computing and Intelligence book series (SMCOMINT)

Table of contents

  1. Front Matter
    Pages i-viii
  2. Christopher J. Dede, Jeffrey Jacobson, John Richards
    Pages 1-16
  3. Frameworks for the Design and Implementation of Immersive Learning

    1. Front Matter
      Pages 17-17
    2. Jeffrey Jacobson
      Pages 35-54
    3. Nicole C. Krämer
      Pages 55-70
    4. Valerie Shute, Seyedahmad Rahimi, Benjamin Emihovich
      Pages 71-87
    5. Dejian Liu, Kaushal Kumar Bhagat, Yuan Gao, Ting-Wen Chang, Ronghuai Huang
      Pages 105-130
  4. Case Studies of Immersive Learning

    1. Front Matter
      Pages 131-131
    2. Chris Dede, Tina A. Grotzer, Amy Kamarainen, Shari J. Metcalf
      Pages 133-156
    3. Michael Robert Gardner, Warren W. Sheaffer
      Pages 157-178
    4. Mina C. Johnson-Glenberg
      Pages 193-217
    5. Christopher J. Dede, John Richards
      Pages 237-243
  5. Back Matter
    Pages 245-247

About this book

Introduction

This book describes the current state of the art of various types of immersive learning: in research, in practice, and in the marketplace. It discusses advanced approaches in the design and development for various forms of immersive learning environments, and also the emerging innovations in assessment and research in the field. In addition, it demonstrates the opportunities and challenges in implementing advances in VR and immersion at scale in formal and informal learning.

We are living in a time of rapid advances in terms of both the capabilities and the cost of virtual reality, multi-user virtual environments, and various forms of mixed reality. These new media potentially offer extraordinary opportunities for enhancing both motivation and learning across a range of subject areas, student developmental levels, and educational settings. With the development of practical and affordable virtual reality and mixed reality, people now have the chance to experience immersive learning both in classrooms and informally in homes, libraries, and community centers.

The book appeals to a broad readership including teachers, administrators, scholars, policy makers, instructional designers, evaluators and industry leaders.

Keywords

Virtual reality Educational technology Computer science Learning technology Immersive learning Mixed reality Augmented reality

Editors and affiliations

  • Dejian Liu
    • 1
  • Chris Dede
    • 2
  • Ronghuai Huang
    • 3
  • John Richards
    • 4
  1. 1.Smart Learning InstituteBeijing Normal UniversityBeijingChina
  2. 2.Harvard Graduate School of EducationHarvard UniversityCambridgeUSA
  3. 3.Smart Learning InstituteBeijing Normal UniversityBeijingChina
  4. 4.Harvard Graduate School of EducationCambridgeUSA

Bibliographic information

  • DOI https://doi.org/10.1007/978-981-10-5490-7
  • Copyright Information Springer Nature Singapore Pte Ltd. 2017
  • Publisher Name Springer, Singapore
  • eBook Packages Computer Science
  • Print ISBN 978-981-10-5489-1
  • Online ISBN 978-981-10-5490-7
  • Series Print ISSN 2522-0888
  • Series Online ISSN 2522-0896
  • Buy this book on publisher's site