Emerging technologies in virtual learning environments:
"This book provides relevant theoretical frameworks and the latest empirical research findings in virtual learning environments. It also identifies well-defined problems where innovative technologies can support successful solutions and subsequently determines the efficacy of effective virtual...
Gespeichert in:
Weitere Verfasser: | |
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Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
Hershey, Pennsylvania (701 E. Chocolate Avenue, Hershey, Pennsylvania, 17033, USA) :
IGI Global,
[2019]
|
Schlagworte: | |
Online-Zugang: | Volltext |
Zusammenfassung: | "This book provides relevant theoretical frameworks and the latest empirical research findings in virtual learning environments. It also identifies well-defined problems where innovative technologies can support successful solutions and subsequently determines the efficacy of effective virtual learning environments"-- |
Beschreibung: | 24 PDFs (xxiii, 348 pages) Also available in print. |
Format: | Mode of access: World Wide Web. |
Bibliographie: | Includes bibliographical references and index. |
ISBN: | 9781522579885 |
Zugangseinschränkungen: | Restricted to subscribers or individual electronic text purchasers. |
Internformat
MARC
LEADER | 00000nam a2200000 i 4500 | ||
---|---|---|---|
001 | ZDB-98-IGB-00212351 | ||
003 | IGIG | ||
005 | 20190607065712.0 | ||
006 | m eo d | ||
007 | cr bn |||m|||a | ||
008 | 190608s2019 pau fob 001 0 eng d | ||
010 | |z 2018041412 | ||
020 | |a 9781522579885 |q ebook | ||
020 | |z 9781522579878 |q hardcover | ||
024 | 7 | |a 10.4018/978-1-5225-7987-8 |2 doi | |
035 | |a (CaBNVSL)slc20744763 | ||
035 | |a (OCoLC)1104120825 | ||
040 | |a CaBNVSL |b eng |e rda |c CaBNVSL |d CaBNVSL | ||
050 | 4 | |a LB1044.87 |b .E544 2019e | |
082 | 7 | |a 371.33/468 |2 23 | |
245 | 0 | 0 | |a Emerging technologies in virtual learning environments |c Kim Becnel, editor. |
264 | 1 | |a Hershey, Pennsylvania (701 E. Chocolate Avenue, Hershey, Pennsylvania, 17033, USA) : |b IGI Global, |c [2019] | |
300 | |a 24 PDFs (xxiii, 348 pages) | ||
336 | |a text |2 rdacontent | ||
337 | |a electronic |2 isbdmedia | ||
338 | |a online resource |2 rdacarrier | ||
504 | |a Includes bibliographical references and index. | ||
505 | 0 | |a Section 1. Self-directed and connected: pedagogical goals and online learning. Chapter 1. New personal learning ecosystems: a decade of research in review ; Chapter 2. Teaching virtual online courses in an era of negative student reviews: mixed methods controlled experiment and feedback ; Chapter 3. Teachingbydesign: complicating accessibility in the tech-mediated classroom ; Chapter 4. Participating on more equal terms?: power, gender, and participation in a virtual world learning scenario -- Section 2. 3D virtual environments: a closer look at immersion. Chapter 5. Transitions in student motivation during a MUVE-based ecosystem science curriculum: an evaluation of the novelty effect ; Chapter 6. Perceptions of presence and community in immersive online learning environments ; Chapter 7. Effects of learning traits and information display on incidental learning in 3D virtual environments -- Section 3. Gamification: the purpose of play in the virtual classroom. Chapter 8. Games in innovation education: simulated vs. authentic gamified participation ; Chapter 9. Rhetorical replay and the challenge of gamic history: silencing the siren song of digital simulation ; Chapter 10. Revisiting MMORPGs in support of learning: changes in the last decade -- Section 4. Applications in development: new frontiers in education and training. Chapter 11. Augmented reality-based training systems for teaching health and safety procedures in construction ; Chapter 12. Csi4fs: a markerless augmented reality game a novel approach to crime scene investigation training ; Chapter 13. A constructivist desktop virtual reality-based approach to learning in a higher education institution. | |
506 | |a Restricted to subscribers or individual electronic text purchasers. | ||
520 | 3 | |a "This book provides relevant theoretical frameworks and the latest empirical research findings in virtual learning environments. It also identifies well-defined problems where innovative technologies can support successful solutions and subsequently determines the efficacy of effective virtual learning environments"-- |c Provided by publisher. | |
530 | |a Also available in print. | ||
538 | |a Mode of access: World Wide Web. | ||
588 | |a Description based on title screen (IGI Global, viewed 06/08/2019). | ||
650 | 0 | |a Augmented reality. | |
650 | 0 | |a Educational innovations. | |
650 | 0 | |a Virtual reality in education. | |
700 | 1 | |a Becnel, Kim, |e editor. | |
710 | 2 | |a IGI Global, |e publisher. | |
776 | 0 | |c (Original) |w (DLC)2018041412 | |
776 | 0 | 8 | |i Print version: |z 1522579877 |z 9781522579878 |w (DLC) 2018041412 |
856 | 4 | 0 | |l FWS01 |p ZDB-98-IGB |q FWS_PDA_IGB |u http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/978-1-5225-7987-8 |3 Volltext |
912 | |a ZDB-98-IGB | ||
049 | |a DE-863 |
Datensatz im Suchindex
DE-BY-FWS_katkey | ZDB-98-IGB-00212351 |
---|---|
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adam_text | |
any_adam_object | |
author2 | Becnel, Kim |
author2_role | edt |
author2_variant | k b kb |
author_facet | Becnel, Kim |
building | Verbundindex |
bvnumber | localFWS |
callnumber-first | L - Education |
callnumber-label | LB1044 |
callnumber-raw | LB1044.87 .E544 2019e |
callnumber-search | LB1044.87 .E544 2019e |
callnumber-sort | LB 41044.87 E544 42019E |
callnumber-subject | LB - Theory and Practice of Education |
collection | ZDB-98-IGB |
contents | Section 1. Self-directed and connected: pedagogical goals and online learning. Chapter 1. New personal learning ecosystems: a decade of research in review ; Chapter 2. Teaching virtual online courses in an era of negative student reviews: mixed methods controlled experiment and feedback ; Chapter 3. Teachingbydesign: complicating accessibility in the tech-mediated classroom ; Chapter 4. Participating on more equal terms?: power, gender, and participation in a virtual world learning scenario -- Section 2. 3D virtual environments: a closer look at immersion. Chapter 5. Transitions in student motivation during a MUVE-based ecosystem science curriculum: an evaluation of the novelty effect ; Chapter 6. Perceptions of presence and community in immersive online learning environments ; Chapter 7. Effects of learning traits and information display on incidental learning in 3D virtual environments -- Section 3. Gamification: the purpose of play in the virtual classroom. Chapter 8. Games in innovation education: simulated vs. authentic gamified participation ; Chapter 9. Rhetorical replay and the challenge of gamic history: silencing the siren song of digital simulation ; Chapter 10. Revisiting MMORPGs in support of learning: changes in the last decade -- Section 4. Applications in development: new frontiers in education and training. Chapter 11. Augmented reality-based training systems for teaching health and safety procedures in construction ; Chapter 12. Csi4fs: a markerless augmented reality game a novel approach to crime scene investigation training ; Chapter 13. A constructivist desktop virtual reality-based approach to learning in a higher education institution. |
ctrlnum | (CaBNVSL)slc20744763 (OCoLC)1104120825 |
dewey-full | 371.33/468 |
dewey-hundreds | 300 - Social sciences |
dewey-ones | 371 - Schools and their activities; special education |
dewey-raw | 371.33/468 |
dewey-search | 371.33/468 |
dewey-sort | 3371.33 3468 |
dewey-tens | 370 - Education |
discipline | Pädagogik |
format | Electronic eBook |
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id | ZDB-98-IGB-00212351 |
illustrated | Not Illustrated |
indexdate | 2024-11-26T14:51:54Z |
institution | BVB |
isbn | 9781522579885 |
language | English |
oclc_num | 1104120825 |
open_access_boolean | |
owner | DE-863 DE-BY-FWS |
owner_facet | DE-863 DE-BY-FWS |
physical | 24 PDFs (xxiii, 348 pages) Also available in print. |
psigel | ZDB-98-IGB |
publishDate | 2019 |
publishDateSearch | 2019 |
publishDateSort | 2019 |
publisher | IGI Global, |
record_format | marc |
spelling | Emerging technologies in virtual learning environments Kim Becnel, editor. Hershey, Pennsylvania (701 E. Chocolate Avenue, Hershey, Pennsylvania, 17033, USA) : IGI Global, [2019] 24 PDFs (xxiii, 348 pages) text rdacontent electronic isbdmedia online resource rdacarrier Includes bibliographical references and index. Section 1. Self-directed and connected: pedagogical goals and online learning. Chapter 1. New personal learning ecosystems: a decade of research in review ; Chapter 2. Teaching virtual online courses in an era of negative student reviews: mixed methods controlled experiment and feedback ; Chapter 3. Teachingbydesign: complicating accessibility in the tech-mediated classroom ; Chapter 4. Participating on more equal terms?: power, gender, and participation in a virtual world learning scenario -- Section 2. 3D virtual environments: a closer look at immersion. Chapter 5. Transitions in student motivation during a MUVE-based ecosystem science curriculum: an evaluation of the novelty effect ; Chapter 6. Perceptions of presence and community in immersive online learning environments ; Chapter 7. Effects of learning traits and information display on incidental learning in 3D virtual environments -- Section 3. Gamification: the purpose of play in the virtual classroom. Chapter 8. Games in innovation education: simulated vs. authentic gamified participation ; Chapter 9. Rhetorical replay and the challenge of gamic history: silencing the siren song of digital simulation ; Chapter 10. Revisiting MMORPGs in support of learning: changes in the last decade -- Section 4. Applications in development: new frontiers in education and training. Chapter 11. Augmented reality-based training systems for teaching health and safety procedures in construction ; Chapter 12. Csi4fs: a markerless augmented reality game a novel approach to crime scene investigation training ; Chapter 13. A constructivist desktop virtual reality-based approach to learning in a higher education institution. Restricted to subscribers or individual electronic text purchasers. "This book provides relevant theoretical frameworks and the latest empirical research findings in virtual learning environments. It also identifies well-defined problems where innovative technologies can support successful solutions and subsequently determines the efficacy of effective virtual learning environments"-- Provided by publisher. Also available in print. Mode of access: World Wide Web. Description based on title screen (IGI Global, viewed 06/08/2019). Augmented reality. Educational innovations. Virtual reality in education. Becnel, Kim, editor. IGI Global, publisher. (Original) (DLC)2018041412 Print version: 1522579877 9781522579878 (DLC) 2018041412 FWS01 ZDB-98-IGB FWS_PDA_IGB http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/978-1-5225-7987-8 Volltext |
spellingShingle | Emerging technologies in virtual learning environments Section 1. Self-directed and connected: pedagogical goals and online learning. Chapter 1. New personal learning ecosystems: a decade of research in review ; Chapter 2. Teaching virtual online courses in an era of negative student reviews: mixed methods controlled experiment and feedback ; Chapter 3. Teachingbydesign: complicating accessibility in the tech-mediated classroom ; Chapter 4. Participating on more equal terms?: power, gender, and participation in a virtual world learning scenario -- Section 2. 3D virtual environments: a closer look at immersion. Chapter 5. Transitions in student motivation during a MUVE-based ecosystem science curriculum: an evaluation of the novelty effect ; Chapter 6. Perceptions of presence and community in immersive online learning environments ; Chapter 7. Effects of learning traits and information display on incidental learning in 3D virtual environments -- Section 3. Gamification: the purpose of play in the virtual classroom. Chapter 8. Games in innovation education: simulated vs. authentic gamified participation ; Chapter 9. Rhetorical replay and the challenge of gamic history: silencing the siren song of digital simulation ; Chapter 10. Revisiting MMORPGs in support of learning: changes in the last decade -- Section 4. Applications in development: new frontiers in education and training. Chapter 11. Augmented reality-based training systems for teaching health and safety procedures in construction ; Chapter 12. Csi4fs: a markerless augmented reality game a novel approach to crime scene investigation training ; Chapter 13. A constructivist desktop virtual reality-based approach to learning in a higher education institution. Augmented reality. Educational innovations. Virtual reality in education. |
title | Emerging technologies in virtual learning environments |
title_auth | Emerging technologies in virtual learning environments |
title_exact_search | Emerging technologies in virtual learning environments |
title_full | Emerging technologies in virtual learning environments Kim Becnel, editor. |
title_fullStr | Emerging technologies in virtual learning environments Kim Becnel, editor. |
title_full_unstemmed | Emerging technologies in virtual learning environments Kim Becnel, editor. |
title_short | Emerging technologies in virtual learning environments |
title_sort | emerging technologies in virtual learning environments |
topic | Augmented reality. Educational innovations. Virtual reality in education. |
topic_facet | Augmented reality. Educational innovations. Virtual reality in education. |
url | http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/978-1-5225-7987-8 |
work_keys_str_mv | AT becnelkim emergingtechnologiesinvirtuallearningenvironments AT igiglobal emergingtechnologiesinvirtuallearningenvironments |