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Mixed Reality for Education: Gaming Media and Social Effects

Editat de Yiyu Cai, Eleni Mangina, Sui Lin Goei
en Limba Engleză Paperback – 2 apr 2025

Subliniem abordarea practică a volumului Mixed Reality for Education, o lucrare care depășește bariera teoretică pentru a oferi soluții de implementare directă a tehnologiilor imersive în sălile de clasă. Remarcăm modul în care editorii Yiyu Cai, Eleni Mangina și Sui Lin Goei au structurat conținutul, trecând de la modele arhitecturale create prin tehnologii de realitate mixtă la aplicații complexe în educația medicală și veterinară. Cartea este organizată riguros în funcție de nivelul de educație vizat, oferind un flux logic de la învățământul primar și secundar (K-12) până la formarea profesională de înaltă specializare. Pe linia practică a volumului Virtual, Augmented, and Mixed Realities in Education, dar cu un focus distinct pe diversitatea contextelor de aplicare, această lucrare detaliază specificații tehnice pentru platforme precum Mozilla® Hubs și analizează agenția gestuală în simulările colaborative. Notăm cu interes capitolul dedicat antrenamentului pentru macarale turn, un exemplu elocvent de utilizare a VR-ului pentru reducerea riscurilor în mediile industriale. În contextul operei editorului Yiyu Cai, titlul de față rafinează temele explorate anterior în When VR Serious Games Meet Special Needs Education, extinzând cercetarea asupra autismului către intervenții pentru ADHD și suport comportamental pozitiv prin AR. Structura volumului reflectă o progresie clară: de la revizuiri sistematice ale pedagogiei specifice realității mixte, la studii de caz aplicate, precum „VR-Baby” pentru studenții la medicină. Editorii reușesc să integreze armonios necesitățile de design de materiale de învățare cu cerințele tehnice de scalabilitate și robustețe software, oferind astfel un manual de bune practici pentru adoptarea jocurilor serioase și a simulărilor în ecosistemul educațional contemporan.

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Specificații

ISBN-13: 9789819949601
ISBN-10: 9819949602
Pagini: 408
Dimensiuni: 155 x 235 x 21 mm
Greutate: 0.69 kg
Editura: Springer
Colecția Gaming Media and Social Effects
Seria Gaming Media and Social Effects


De ce să citești această carte

Această lucrare este esențială pentru cercetătorii și dezvoltatorii care doresc să integreze tehnologii imersive în procesul educațional. Cititorul câștigă acces la metodologii testate pentru implementarea AR și VR, de la educația STEAM la nevoi speciale. Este o resursă tehnică valoroasă ce oferă soluții concrete pentru provocările legate de interacțiunea digitală, fiind ideală pentru cei care proiectează materiale de învățare de ultimă generație.


Despre autor

Yiyu Cai este un cercetător și editor de prestigiu, cu o activitate intensă în cadrul Nanyang Technological University din Singapore. Expertiza sa se concentrează pe intersecția dintre realitatea virtuală, simulări și educație, fiind un pilon al seriei Gaming Media and Social Effects. A coordonat numeroase volume care explorează potențialul jocurilor serioase în sprijinirea copiilor cu nevoi speciale și a condus conferințe internaționale dedicate designului asistat de calculator și graficii computerizate. Lucrările sale sunt recunoscute pentru rigoarea științifică și pentru orientarea către aplicații practice care pot transforma mediul de învățare tradițional.


Cuprins

Introduction.- aMazing Walk-through Mathematics.- Architectural Models created with Mixed Reality Technologies towards a new STEAM practice.- Applying prior meta-modeling knowledge to a VR model of a biological process.- A systematic review of pedagogy related to mixed reality in K-12 education.- Immersive Virtual Reality Classroom to transfer Learning Experience in the Secondary Science Curriculum.- Exploring the Mozilla® Hubs® platform for virtual final year project exhibition.- VRLE-based Teaching for Medical Students: VR-Baby.- Immersive and Interactive VR for Lifting Training of Tower Cranes.- Mixed Reality Applications in Tertiary Veterinary Education: A Systematic Review.- Exploring Gestural Agency in Collaborative and Embodied Rates of Change Simulations.- Case study of AR digital literacy intervention for students diagnosed with ADHD.- Development of AR Interactive Components for Positive Behavior Interventions and Support.- Framework for learning patterns and social presence in VR for learning.- Security, Ethics and Privacy Issues in Remote Extended Reality for Education.- An Immersive Learning Environment to Improve User Experience in Science Museums.

Notă biografică

Yiyu Cai is Associate Professor at Nanyang Technological University (NTU), Singapore. He received multi-disciplinary trainings in Mathematics, Computer Graphics and Mechanical Engineering. In NTU, he teaches Computational Thinking, Virtual & Augmented Reality, Metaverse in Engineering, Computer-Aided Engineering, etc. Dr Cai has over 20 years’ interdisciplinary research experience developing Virtual & Augmented Reality, Robotics, Simulation and Serious Games Technologies and their applications in education, health care, building and construction. His research has been supported by National Research Foundation, Temasek Trust Funded Millennium Foundation and other public and private sectors in Singapore. He has published over 200 papers in peer-reviewed international journals and conferences and also has edited 8 books or 5 journal special issues. He has served the roles as Associate Editors or Editorial Boards with several leading journals. He has co-invented 6 patents granted. Part ofhis research innovations was exhibited in Museums or Science Centres locally or internationally. He has co-organised about 20 international conferences and given 60 keynotes or invited talks at various international conferences. He is General Chair of the 21st IEEE Symposium on Mixed and Augmented Reality (Oct 2022, Singapore) and General Co-chair of the 25th Conference on Medical Image Computing and Computer-Assisted Intervention (Sept 2022, Singapore). He was Co-president of the International Simulation and Gaming Association in 2008. He is currently Deputy Director of NTU’s Centre of Augmented and Virtual Reality.

Eleni Mangina is Professor at the School of Computer Science, University College Dublin in Ireland. Eleni Mangina is guided by her own definition of the art of persistence that involves both courage and compassion with research integrity and authenticity. Her laboratory operates at the intersection between applied Artificial Intelligence (VR/AR; Data Analytics; UAVs; Information Systems) and a portfolio development within interdisciplinary applications (i.e. Energy Sector and Educational Systems with XR). Eleni Mangina is Project Coordinator of two (2) H2020 projects (ARETE & AHA), one (1) Erasmus+ (FANTASIA) and partner within other EU projects (iSEED, BASE, RoboPisces, XRforPED). She has authored more than 200 peer-reviewed articles in national and international peer-reviewed workshops and conferences and international journals, including in IEEE and ACM. Eleni Mangina also contributes actively to IEEE Standards and is chairing the IEEE publications of the Global Initiative on XR Ethics for Education. She is currently Vice Principal of (International) College of Science and Chair of Athena SWAN Bronze Award for the School of Computer Science.

Goei Sui Lin is Professor at the Windesheim University of Applied Sciences (Zwolle, The Netherlands) and Senior Researcher at the VU University Amsterdam (The Netherlands). She delivered multi-disciplinary trainings in Pedagogics, Educational and Instructional Psychology, Teacher Training, Child Psychology and Special Needs in the Netherlands and abroad. At Windesheim University, she heads a team of researchers and teacher trainers specialising in professionalising teachers in designing learning environments for students with (special) educational and pedagogical needs. In designing these learning environments, IT plays a special role as assistive technology. Dr Goei is well-known Dutch Specialist in the field of teacher training and special educational needs. She received multiple (inter)national grants for practice-based research how to validate research results via collaborative design research both by researchers and by practitioners. She has lived in Singapore for three years and has worked as a visiting professor at the National Institute of Education in Singapore, Texas A&M in the US, Universitas Pendidikan Indonesia in Bandung, and recently at Jilin University, Changchun, China.  She is a member of the executive CIE of the World Association of Lesson Studies and Co-Editor-in-Chief of the Journal of Lesson and Learning Studies. Recently she was appointed one of the anchors of the National Dutch Agenda for Youth and Education.

Textul de pe ultima copertă

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.

Caracteristici

Highlights state-of-the-art technology research on mixed reality, simulation, and serious games for education Covers applications in educational topics such as K-12 STEAM, Tertiary/Professional, Special Needs, and Cultural/Social Presents the different challenges to implement mixed reality in the various applications