Immersive Learning

Immersive Learning
Title Immersive Learning PDF eBook
Author Koreen Olbrish Pagano
Publisher Association for Talent Development
Pages 266
Release 2013-12-23
Genre Business & Economics
ISBN 1607286432

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Use immersive learning design to train others using new technology. Discover a framework for thinking in terms of immersive learning design. Outline the process of designing for immersion. See real examples of organizations that have applied these principles to solve learning and performance challenges.




Immersive Education

Immersive Education
Title Immersive Education PDF eBook
Author Paula MacDowell
Publisher Springer Nature
Pages 287
Release 2023-01-02
Genre Education
ISBN 3031181387

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This book focuses on designing and being a designer of immersive education. It introduces readers to the human experiences within immersive learning environments and contributes research evidence on the effectiveness of immersive technologies in K-12 and post-secondary contexts. Through the chapters, illustrative contextual examples and vignettes demonstrate immersive learning in real-world educational practice. Readers will be equipped to design engaging and culturally relevant immersive experiences for learning in a post-COVID world. Immersive Education: Designing for Learning brings researchers, designers, and educators together to offer pedagogical strategies and design guidelines. The originality lies in integrating theoretical and practical knowledge to design meaningful immersive experiences, with attention to sustainability, community, and creativity. Valuable insights are provided to support students and teachers as immersive learning designers and storytellers.




Virtual, Augmented, and Mixed Realities in Education

Virtual, Augmented, and Mixed Realities in Education
Title Virtual, Augmented, and Mixed Realities in Education PDF eBook
Author Dejian Liu
Publisher Springer
Pages 247
Release 2017-11-13
Genre Education
ISBN 9811054908

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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.




Game Design for Learning

Game Design for Learning
Title Game Design for Learning PDF eBook
Author Stephanie Daul
Publisher Association for Talent Development
Pages 20
Release 2014-07-01
Genre Business & Economics
ISBN 1607284235

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Are you interested in learning more about gaming? Are you trying to determine whether it might be an appropriate training and development solution, but aren’t sure where to start? While games have long been an important part of human social development—think learning to take turns in a board game, and strategizing about future moves in chess or checkers—we are only now beginning to understand how games can be a powerful tool in learning. This issue of TD at Work will: • define games, gamification, and simulation; and discuss the types of games people play • walk you through the process of creating a game by outlining its design and gaming framework • describe how to get stakeholders and sponsors to support the gaming solution. This TD at Work includes a sidebar that offer guidance on how traditional delivery methods could be turned into gaming elements, a sample feedback form for the game testing phase, and a game design worksheet job aid.




Creative and Collaborative Learning through Immersion

Creative and Collaborative Learning through Immersion
Title Creative and Collaborative Learning through Immersion PDF eBook
Author Anna Hui
Publisher Springer Nature
Pages 238
Release 2021-08-10
Genre Education
ISBN 3030722163

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This book includes instructional design and practice of how immersive technology is integrated in discipline-based and interdisciplinary curriculum design. It focuses on pedagogical models and learning outcomes of immersive learning experiences and demonstrates how immersive learning can be applied in industries. This book brings scholars, researchers and educators together around an international and interdisciplinary consolidation and reflection on learning through immersion. The originality lies in how advanced technology and contemporary pedagogical models can integrate to enhance student engagement and learning effectiveness in higher education.




Threshold Concepts in Practice

Threshold Concepts in Practice
Title Threshold Concepts in Practice PDF eBook
Author Ray Land
Publisher Springer
Pages 362
Release 2016-07-09
Genre Education
ISBN 9463005129

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"Threshold Concepts in Practice brings together fifty researchers from sixteen countries and a wide variety of disciplines to analyse their teaching practice, and the learning experiences of their students, through the lens of the Threshold Concepts Framework. In any discipline, there are certain concepts – the ‘jewels in the curriculum’ – whose acquisition is akin to passing through a portal. Learners enter new conceptual (and often affective) territory. Previously inaccessible ways of thinking or practising come into view, without which they cannot progress, and which offer a transformed internal view of subject landscape, or even world view. These conceptual gateways are integrative, exposing the previously hidden interrelatedness of ideas, and are irreversible. However they frequently present troublesome knowledge and are often points at which students become stuck. Difficulty in understanding may leave the learner in a ‘liminal’ state of transition, a ‘betwixt and between’ space of knowing and not knowing, where understanding can approximate to a form of mimicry. Learners navigating such spaces report a sense of uncertainty, ambiguity, paradox, anxiety, even chaos. The liminal space may equally be one of awe and wonderment. Thresholds research identifies these spaces as key transformational points, crucial to the learner’s development but where they can oscillate and remain for considerable periods. These spaces require not only conceptual but ontological and discursive shifts. This volume, the fourth in a tetralogy on Threshold Concepts, discusses student experiences, and the curriculum interventions of their teachers, in a range of disciplines and professional practices including medicine, law, engineering, architecture and military education. Cover image: Detail from ‘Eve offering the apple to Adam in the Garden of Eden and the serpent’ c.1520–25. Lucas Cranach the Elder (1472–1553). Bridgeman Images. All rights reserved.




Designing Immersive 3D Experiences

Designing Immersive 3D Experiences
Title Designing Immersive 3D Experiences PDF eBook
Author Renee Stevens
Publisher New Riders Publishing
Pages 400
Release 2021-06-30
Genre
ISBN 9780137282838

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Designing Immersive 3D Experiences can help any visual designer move into the fast-growing fields of 3D and extended reality (XR) design. Leading designer Ren e Stevens ( Powered by Design) introduces a proven approach and an effective design thinking process you can use to create outstanding, immersive user experiences. Stevens guides you through creating your first XR project - and improving every project after that. Drawing on her experience building a major university's first course in Augmented Reality, she prepares visual designers to succeed with 3D and XR design in environments from mobile and web to wearables. Stevens begins by exploring what XR and 3D immersive design are, how they're evolving, and how you may already be using them. Next, she explores core concepts and technologies, from computer-human interaction to projection mapping and head-mounted displays. Then, you'll walk through projects from start to finish, learning how to: Perform upfront ideation for new XR/3D projects: set "why" goals, balance innovation with practicality, and keep it all human Build seamless and approachable user experiences and interfaces Prototype XR experiences Account for perception and other human factors Augment typography, color, audio, and voice Take your next steps with XR design, and more