Augmented Reality In Education
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Virtual And Augmented Reality In Education Art And Museums
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Author : Guazzaroni, Giuliana
language : en
Publisher: IGI Global
Release Date : 2019-11-22
Virtual And Augmented Reality In Education Art And Museums written by Guazzaroni, Giuliana and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-11-22 with Computers categories.
Due to the growing prevalence of artificial intelligence technologies, schools, museums, and art galleries will need to change traditional ways of working and conventional thought processes to fully embrace their potential. Integrating virtual and augmented reality technologies and wearable devices into these fields can promote higher engagement in an increasingly digital world. Virtual and Augmented Reality in Education, Art, and Museums is an essential research book that explores the strategic role and use of virtual and augmented reality in shaping visitor experiences at art galleries and museums and their ability to enhance education. Highlighting a range of topics such as online learning, digital heritage, and gaming, this book is ideal for museum directors, tour developers, educational software designers, 3D artists, designers, curators, preservationists, conservationists, education coordinators, academicians, researchers, and students.
Augmented Reality In Education
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Author : Vladimir Geroimenko
language : en
Publisher: Springer Nature
Release Date : 2020-05-26
Augmented Reality In Education written by Vladimir Geroimenko and has been published by Springer Nature this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020-05-26 with Computers categories.
This is the first comprehensive research monograph devoted to the use of augmented reality in education. It is written by a team of 58 world-leading researchers, practitioners and artists from 15 countries, pioneering in employing augmented reality as a new teaching and learning technology and tool. The authors explore the state of the art in educational augmented reality and its usage in a large variety of particular areas, such as medical education and training, English language education, chemistry learning, environmental and special education, dental training, mining engineering teaching, historical and fine art education. Augmented Reality in Education: A New Technology for Teaching and Learning is essential reading not only for educators of all types and levels, educational researchers and technology developers, but also for students (both graduates and undergraduates) and anyone who is interested in the educational use of emerging augmented reality technology.
Reality Bytes
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Author : Jesse Lubinsky
language : en
Publisher:
Release Date : 2020-01-14
Reality Bytes written by Jesse Lubinsky and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020-01-14 with Education categories.
Transform teaching and learning with AR and VR in your classroom. We're at the dawn of an incredible transformation in education. Augmented reality and virtual reality--technologies that were once the province of science fiction and fantasy--are faster, better, and more affordable than ever. These tools have the potential to not only inspire students but to redefine how we teach and collaborate. But widespread adoption of AR and VR in K-12 classrooms requires taking risks, investing money and time, and training educators. Reality Bytes makes the case for taking this leap by showing how educators are using these amazing technologies, and it provides a powerful framework to help anyone, in any school, join them. The innovative educators profiled are already designing learning experiences using AR and VR that supercharge student motivation, encourage creativity, and make otherwise impossible educational adventures accessible to all. You can do the same, using easy-to-implement resources that will revolutionize how you approach instruction. Equip your students with the skills they'll need in the future--today. Reality Bytes opens the doors to tools for meeting every student no matter where they are. This book outlines the power that AR and VR have in building empathy and growing critical worldviews and perspectives. Christine, Jesse, and Micah cast an exciting vision for the future of education! --Ken Shelton, educational strategist, equity and inclusion consultant Creating engaging lessons that successfully integrate technology can be challenging. Reality Bytes is here to help with tons of images, classroom stories, and ideas that will help you create student-centered lessons that allow your students to experience content in a whole new way. No matter the grade level, there is something for everyone in this wonderfully immersive book. --Alice Keeler, teacher, edtech expert, Google Certified Innovator While you won't see Winona Ryder's name on the cover of this book, you will find some star power in it--the power to create star learners in our classrooms using cutting-edge tools! Reality Bytes will you give you the tools, the pedagogy, and a practical framework to bring the new reality of learning into your classroom. --Kasey Bell, author of Shake Up Learning: Practical Ideas to Move Learning from Static to Dynamic
Innovating With Augmented Reality
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Author : P Kaliraj
language : en
Publisher: CRC Press
Release Date : 2021-12-15
Innovating With Augmented Reality written by P Kaliraj and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-12-15 with Computers categories.
Augmented Reality (AR) has many advantages that include increased engagement and interaction as well as enhanced innovation and responsiveness. AR technology has applications in almost all domains such as medical training, retail, repair and maintenance of complex equipment, interior design in architecture and construction, business logistics, tourism, and classroom education. Innovating with Augmented Reality: Applications in Education and Industry explains the concepts behind AR, explores some of its application areas, and gives an in-depth look at how this technology aligns with Education 4.0. Due to the rapid advancements in technology, future education systems must prepare students to work with the latest technologies by enabling them to learn virtually in augmented ways in varied platforms. By providing an illusion of physical objects, which takes the students to a new world of imagination, AR and Virtual Reality (VR) create virtual and interactive environments for better learning and understanding. AR applications in education are covered in four chapters of this book, including a chapter on how gamification can be made use of in the teaching and learning process. The book also covers other application areas of AR and VR. One such application area is the food and beverage industry with case studies on virtual 3D food, employee training, product–customer interaction, restaurant entertainment, restaurant tours, and product packaging. The application of AR in the healthcare sector, medical education, and related devices and software are examined in the book’s final chapter. The book also provides an overview of the game development software, Unity, a real-time development platform for 2D and 3D AR and VR, as well as the software tools and techniques used in developing AR-based apps.
Designing Deploying And Evaluating Virtual And Augmented Reality In Education
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Author : Akcayir, Gokce
language : en
Publisher: IGI Global
Release Date : 2020-10-23
Designing Deploying And Evaluating Virtual And Augmented Reality In Education written by Akcayir, Gokce and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2020-10-23 with Education categories.
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.
Virtual Reality In Education Breakthroughs In Research And Practice
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Author : Management Association, Information Resources
language : en
Publisher: IGI Global
Release Date : 2019-04-01
Virtual Reality In Education Breakthroughs In Research And Practice written by Management Association, Information Resources and has been published by IGI Global this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-04-01 with Computers categories.
Modern technology has infiltrated many facets of society, including educational environments. Through the use of virtual learning, educational systems can become more efficient at teaching the student population and break down cost and distance barriers to reach populations that traditionally could not afford a good education. Virtual Reality in Education: Breakthroughs in Research and Practice is an essential reference source on the uses of virtual reality in K-12 and higher education classrooms with a focus on pedagogical and instructional outcomes and strategies. Highlighting a range of pertinent topics such as immersive virtual learning environments, virtual laboratories, and distance education, this publication is an ideal reference source for pre-service and in-service teachers, school administrators, principles, higher education faculty, K-12 instructors, policymakers, and researchers interested in virtual reality incorporation in the classroom.
Augmented Reality And Virtual Reality In Special Education
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Author : V. Ajantha Devi
language : en
Publisher: John Wiley & Sons
Release Date : 2024-08-20
Augmented Reality And Virtual Reality In Special Education written by V. Ajantha Devi and has been published by John Wiley & Sons this book supported file pdf, txt, epub, kindle and other format this book has been release on 2024-08-20 with Computers categories.
Discover the groundbreaking potential of augmented reality in special education with this comprehensive book, which fills a significant research gap and explores the transformative impact of AR/VR on teaching and learning experiences for individuals with disabilities. Millions of young people across the world have impairments. Because of their apparent problems, these young people have typically been marginalized or excluded from schools. Studies on augmented reality applications in education for special children are still in their early stages and there is a dearth of research on the effects and implications of augmented reality in education for special children or individuals with special needs, such as intellectual disabilities, autism spectrum disorder, attention deficit hyperactivity disorder, and physical disabilities. Technological advancements have enabled the creation of whole new learning environments, vastly expanding the breadth and sophistication of teaching and learning activities. For example, several studies have shown that virtual reality and augmented reality can help autistic people understand facial emotions and improve their social skills. By compiling a collection of conceptual and research chapters investigating the infiltration of AR/VR into teaching and learning practices and experiences for disabled people, this book will fill a significant gap in current research literature.
Virtual And Augmented Reality In English Language Arts Education
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Author : Clarice M. Moran
language : en
Publisher: Bloomsbury Publishing PLC
Release Date : 2021-03-04
Virtual And Augmented Reality In English Language Arts Education written by Clarice M. Moran and has been published by Bloomsbury Publishing PLC this book supported file pdf, txt, epub, kindle and other format this book has been release on 2021-03-04 with Education categories.
New times. Expanded worlds. Emerging possibilities. In Using Virtual Reality in English Language Arts Education, authors from multiple institutions across the United States and abroad share practical insights for teaching English language arts with virtual and augmented realities. These chapters draw on multiple theories and ideas to share perspectives from practicing and prospective teachers, as well as young learners themselves, about how to use applications and tools to transform teaching and learning. Collectively, this book advances innovation for using virtual and augmented realities as educational, inclusive spaces for teaching English language arts and literacy subject matter while supporting learners in developing the mindset for creativity, innovation, and even emotional empathy.
Augmented Reality In Educational Settings
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Author :
language : en
Publisher: BRILL
Release Date : 2019-11-11
Augmented Reality In Educational Settings written by and has been published by BRILL this book supported file pdf, txt, epub, kindle and other format this book has been release on 2019-11-11 with Education categories.
New digital technologies offer many exciting opportunities to educators who are looking to develop better teaching practices. When technologies are new, however, the potential for beneficial and effective implementations and applications is not yet fully recognized. This book is intended to provide teachers and researchers with a wide range of ideas from researchers working to integrate the new technology of Augmented Reality into educational settings and processes. It is hoped that the research and theory presented here can support both teachers and researchers in future work with this exciting new technology. Contributors are: Miriam Adamková, Gilles Aldon, Panayiota Anastasi, Ferdinando Arzarello, Martina Babinská, Robert Bohdal, Francisco Botana, Constadina Charalambous, Eva Csandova, Omer Deperlioglu, Monika Dillingerová, Christos Dimopoulos, Jiri Dostal, Jihad El-Sana, Michael N. Fried, Maria Fuchsová, Marianthi Grizioti, Tomas Hlava, Markus Hohenwarter, Kateřina Jančaříková, Konstantinos Katzis, Lilla Korenova, Utku Köse, Zoltán Kovács,Blanka Kožík Lehotayová, Maria Kožuchová, Chronis Kynigos, Ilona-Elefteryja Lasica, Zsolt Lavicza, Álvaro Martínez, Efstathios Mavrotheris, Katerina Mavrou, Maria Meletiou-Mavrotheris, Georgios Papaioannou, Miroslava Pirháčová Lapšanská, Stavros Pitsikalis, Corinne Raffin, Tomás Recio, Cristina Sabena, Florian Schacht, Eva Severini, Martina Siposova, Zacharoula Smyrnaiou, Nayia Stylianidou, Osama Swidan, Christos Tiniakos, Melanie Tomaschko, Renata Tothova, Christina Vasou, and Ibolya Veress-Bágyi.
Edutainment Technologies Educational Games And Virtual Reality Augmented Reality Applications
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Author : Maiga Chang
language : en
Publisher: Springer Science & Business Media
Release Date : 2011-08-19
Edutainment Technologies Educational Games And Virtual Reality Augmented Reality Applications written by Maiga Chang and has been published by Springer Science & Business Media this book supported file pdf, txt, epub, kindle and other format this book has been release on 2011-08-19 with Education categories.
This book constitutes the refereed proceedings of the 6th International Conference on E-learning and Games, Edutainment 2011, held in Taipeh, Taiwan, in September 2011. The 42 full papers were carefully reviewed and selected from 130 submissions. The papers are organized in topical sections on: augemented and mixed reality in education; effectiveness of virtual reality for education; ubiquituous games and ubiquitous technology & learning; future classroom; e-reader and multi-touch; learning performance and achievement; learning by playing; game design and development; game-based learning/training; interactions in games; digital museum and technology, and behavior in games; educational robots and toys; e-learning platforms and tools; game engine/rendering/animations; game-assisted language learning; learning with robots and robotics education; e-portfolio and ICT-enhanced learning; game-based testing and assessment; trend, development and learning process of educational mini games; VR and edutainment.