This book synthesizes findings from recent and ongoing research on the use of Extended Reality (XR) to support learning of STEM content. XR is slowly being introduced in classrooms due to significant changes in XR technology. These tools were historically costly, unfriendly, and developed only for gamers. Today, XR tools are able to enhance students' immersive experiences in such settings. In classrooms, in particular, they provide learners with an opportunity to manipulate abstract objects as if they are physical objects. The book begins with an extensive and detailed description and evaluation of the impact of various XR interventions on learning and engagement in STEM classrooms. The author then concludes with theoretical frameworks for investigating learning in computer- immersive contexts and practical implications for effectively using XR tools to learn STEM.
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Ferdie Rivera, Ph.D., is a Professor in the Department of Mathematics and Statistics and Director of the Ed.D. Educational Leadership Program at San Jose State University, USA. He conducts research in school- and university-based math cognition and, in particular, investigates issues involving mathematical knowledge construction and development among learners. His interventions follow design-based research protocols that allow for empirical engagement in continuous cycles of development, testing, and refinement on the basis of how learners interact with learning tools in both individual and collaborative learning contexts. He has published significantly in the area of structural thinking in mathematics. His current research involves the development and scaling of virtual reality apps for learning mathematics in classrooms.
Les informations fournies dans la section « A propos du livre » peuvent faire référence à une autre édition de ce titre.
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Buch. Etat : Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -This book synthesizes findings from recent and ongoing research on the use of Extended Reality (XR) to support learning of STEM content. XR is slowly being introduced in classrooms due to significant changes in XR technology. These tools were historically costly, unfriendly, and developed only for gamers. Today, XR tools are able to enhance students' immersive experiences in such settings. In classrooms, in particular, they provide learners with an opportunity to manipulate abstract objects as if they are physical objects. The book begins with an extensive and detailed description and evaluation of the impact of various XR interventions on learning and engagement in STEM classrooms. The author then concludes with theoretical frameworks for investigating learning in computer- immersive contexts and practical implications for effectively using XR tools to learn STEM. 89 pp. Englisch. N° de réf. du vendeur 9783031789724
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Buch. Etat : Neu. This item is printed on demand - Print on Demand Titel. Neuware -This book synthesizes findings from recent and ongoing research on the use of Extended Reality (XR) to support the learning of and engagement with STEM content. XR is slowly being introduced in classrooms due to significant changes in XR technology. These tools were historically costly, unfriendly, and developed only for gamers. Today, XR tools are able to enhance students' immersive experiences in such settings. In STEM classrooms, in particular, they provide learners with an opportunity to manipulate abstract objects as if they are physical objects. The book begins with an embodied, embedded, extended, and enactive cognitive (4E) perspective in making sense of various XR apps that support STEM learning, followed by an extensive review of related research in XR and STEM and a detailed description of products from recent work in mathematics, science, and engineering. Various XR interventions on learning and engagement in STEM classrooms are analyzed from both the 4E perspective and the proposed framework for designing XR apps for learning in STEM contexts.Springer Verlag GmbH, Tiergartenstr. 17, 69121 Heidelberg 100 pp. Englisch. N° de réf. du vendeur 9783031789724
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Buch. Etat : Neu. Druck auf Anfrage Neuware - Printed after ordering - This book synthesizes findings from recent and ongoing research on the use of Extended Reality (XR) to support learning of STEM content. XR is slowly being introduced in classrooms due to significant changes in XR technology. These tools were historically costly, unfriendly, and developed only for gamers. Today, XR tools are able to enhance students' immersive experiences in such settings. In classrooms, in particular, they provide learners with an opportunity to manipulate abstract objects as if they are physical objects. The book begins with an extensive and detailed description and evaluation of the impact of various XR interventions on learning and engagement in STEM classrooms. The author then concludes with theoretical frameworks for investigating learning in computer- immersive contexts and practical implications for effectively using XR tools to learn STEM. N° de réf. du vendeur 9783031789724
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Buch. Etat : Neu. STEM Learning in Extended Reality | Research, Design, and Examples | Ferdinand Rivera | Buch | x | Englisch | 2025 | Springer | EAN 9783031789724 | Verantwortliche Person für die EU: Springer Verlag GmbH, Tiergartenstr. 17, 69121 Heidelberg, juergen[dot]hartmann[at]springer[dot]com | Anbieter: preigu Print on Demand. N° de réf. du vendeur 132621185
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