Mixed Reality for Education Mixed Reality for Education
Gaming Media and Social Effects

Mixed Reality for Education

Yiyu Cai and Others
    • £114.99
    • £114.99

Publisher Description

This book consists of chapters that present the state-of-the-art research on mixed reality, simulation and serious games with applications in four main educational topics: (1) K-12 STEAM Education; (2) Tertiary/Professional Education; (3) Special Needs Education; and (4) Cultural, Social & Museum Education. The chapters of the book present a multi-facet view on different approaches to deal with challenges that surround the uptake of educational applications of mixed reality, simulations and serious games in various practices. The different approaches highlight challenges and potential solutions and provide future directions for mixed reality, simulation and serious games research, for the design of learning material and for implementation. By doing so, the book is a useful resource for both students and scholars interested in research in this field, for designers of learning material and for practitioners that want to embrace mixed reality, simulation and/or serious games in theireducation.
Chapter "Development of AR Interactive Components for Positive Behavioral Interventions and Supports" is available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.

GENRE
Computing & Internet
RELEASED
2023
16 September
LANGUAGE
EN
English
LENGTH
408
Pages
PUBLISHER
Springer Nature Singapore
SIZE
74.2
MB

More Books by Yiyu Cai, Eleni Mangina & Sui Lin Goei

Computer-Aided Design and Computer Graphics Computer-Aided Design and Computer Graphics
2024
Virtual and Augmented Reality, Simulation and Serious Games for Education Virtual and Augmented Reality, Simulation and Serious Games for Education
2021
VR, Simulations and Serious Games for Education VR, Simulations and Serious Games for Education
2018
Simulation and Serious Games for Education Simulation and Serious Games for Education
2016
GPU Computing and Applications GPU Computing and Applications
2014
Simulations, Serious Games and Their Applications Simulations, Serious Games and Their Applications
2013

Other Books in This Series

Virtual and Augmented Reality, Simulation and Serious Games for Education Virtual and Augmented Reality, Simulation and Serious Games for Education
2021
Making Smart Cities More Playable Making Smart Cities More Playable
2019
VR, Simulations and Serious Games for Education VR, Simulations and Serious Games for Education
2018
Playful Disruption of Digital Media Playful Disruption of Digital Media
2018
Playable Cities Playable Cities
2016
Simulation and Serious Games for Education Simulation and Serious Games for Education
2016