Mixed Reality for Education -

Mixed Reality for Education (eBook)

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2023 | 1st ed. 2023
VIII, 400 Seiten
Springer Nature Singapore (Verlag)
978-981-99-4958-8 (ISBN)
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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 their education.

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.


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 of his 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.

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 intheir education.Chapter "e;Development of AR Interactive Components for Positive Behavioral Interventions and Supports"e; is available open access under a Creative Commons Attribution 4.0 International License via link.springer.com.
Erscheint lt. Verlag 16.9.2023
Reihe/Serie Gaming Media and Social Effects
Gaming Media and Social Effects
Zusatzinfo VIII, 400 p. 171 illus., 148 illus. in color.
Sprache englisch
Themenwelt Schulbuch / Wörterbuch Unterrichtsvorbereitung Unterrichts-Handreichungen
Informatik Software Entwicklung User Interfaces (HCI)
Informatik Theorie / Studium Künstliche Intelligenz / Robotik
Sozialwissenschaften Pädagogik
Technik
Schlagworte augmented reality • dynamic geometry software • Educational Simulations • Immersive Visualization • interactive media • mixed reality • Serious Games • Special Needs Education • Virtual Reality • virtual training
ISBN-10 981-99-4958-0 / 9819949580
ISBN-13 978-981-99-4958-8 / 9789819949588
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