Immersive Learning Research Network: 10th International Conference on Immersive Learning, iLRN 2024, Glasgow, UK, June 10–13, 2024, Revised Selected Papers, Part I

Author:   Jule M. Krüger ,  Daniela Pedrosa ,  Dennis Beck ,  Marie-Luce Bourguet
Publisher:   Springer International Publishing AG
Volume:   2271
ISBN:  

9783031804748


Pages:   485
Publication Date:   20 February 2025
Format:   Paperback
Availability:   Manufactured on demand   Availability explained
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Immersive Learning Research Network: 10th International Conference on Immersive Learning, iLRN 2024, Glasgow, UK, June 10–13, 2024, Revised Selected Papers, Part I


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Author:   Jule M. Krüger ,  Daniela Pedrosa ,  Dennis Beck ,  Marie-Luce Bourguet
Publisher:   Springer International Publishing AG
Imprint:   Springer International Publishing AG
Volume:   2271
ISBN:  

9783031804748


ISBN 10:   3031804740
Pages:   485
Publication Date:   20 February 2025
Audience:   Professional and scholarly ,  Professional & Vocational
Format:   Paperback
Publisher's Status:   Active
Availability:   Manufactured on demand   Availability explained
We will order this item for you from a manufactured on demand supplier.

Table of Contents

.- Foundations in Immersive Learning Research and Theory. .- The Vibrotactile Paradox: Corrective and Reenforcing Feedback in Educational VR. .- Scent Box: Prototyping and Instructions for Olfactory Enhancement of VR-Experiences. .- Measuring Cognitive Load with Eye-tracking during Mental Rotation with 2D and 3D Visualization in AR. .- Augmented Didactic: Interacting with 3D Models to Enhance the Memory Systems. .- Complexity of Agency in VR Learning Environments: Exploring Associations with Interactivity, Learning Outcomes, and Affect. .- Ready Student One: A Framework for Avatar Design in Higher Education. .- A Literature Review and Taxonomy of In-VR Questionnaire User Interfaces. .- Describing and Interpreting Immersive Learning Cases with the Immersion Cube and the Immersive Learning Brain. .- Exploiting the TARC framework: The Relations between Educators’ Attitudes towards AR, Innovativeness, Digital Skills, and AR Skills in Education. .- Perceptions of Higher Education Students on Immersive Virtual Reality for Communication Skills Training. The Bodyswaps Case. .- Adaptive Learning and Instruction with Augmented Reality: A Scoping Review. .- An Evaluation of Headset vs Desktop Use for Accessing Virtual Worlds in a Higher Education Context. .- Design of Virtual Reality Environments to Support Learning in History Education. .- Perfecting the Interdisciplinary Storm: Immersive Narrative Development Workflows in Context of Meteorology Labs. .- Assessment and Evaluation (A&E). .- Is Usability always Productive in Learning Environments. .- Galleries, Libraries, Archives and Museums (GLAM). .- The Application of Procedurally Generated Libraries in Immersive Virtual Reality. .- Designing MetaHuman-Based Historical Characters in Virtual Exhibitions and Scenes: A Case Study on St Andrews. .- Inclusion, Diversity, Equity, Access, and Social Justice (IDEAS). .- Preliminary Report: Innovations in Participatory Immersive XR Research for Transition-Aged Autistic Adults. .- Preliminary Analysis of Empathy-Driven Design and Inclusive Cybersecurity Education: The Initial Phase of the uSucceed Project's Virtual Reality Curriculum for Neurodiverse Adults in STEM. .- Exploring the Inclusive Design and Use of Social MultiPlatform Virtual Reality for a Post-Secondary Gender Diversity Workshop. .- STEM Education (STEM). .- A Computer-Supported Collaborative Learning Environment for Computer Science Education. .- AR for Science Education: Students’ Behaviour Patterns and the Relationship between Cognitive Load, Knowledge Acquisition and Performance. .- Spatial Audio Cues in an Immersive Virtual Reality STEM Escape Room Game: A Comparative Study. .- Lessons upon Dislikes: Educational Game Design Principles from Players’ Negative Feedback. .- Exploring the Influence of Immersive Virtual Reality on Science Learning – An Affordance Approach. .- Immersive Learning in History Education: Exploring the Capabilities of Virtual Avatars and Large Language Models. .- The Potential of Virtual Reality for Immersive HCI Education: Insights from an Empirical Study. .- Promoting Science Identity Exploration: An Analysis of the Game Design Features in WaterWays. .- Medical & Healthcare Education (MHE). .- Learning from Immersive Augmented Reality on COVID-19 Transmission. .- Workforce Development & Industry Training (WDIT). .- Breaking Barriers in Getting to Yes: Using Immersive Media for Cross-cultural Negotiation Training. .- Self and Co-regulated Learning with Immersive Learning Environments (SCILE). .- Creativo: Design and Evaluation of a Multi-User Collaborative Learning Environment in Virtual Reality. .- The Impact of Cognitive, Affective, and Psychomotor Learning Perception on Learning Outcomes in the eXtended Reality based Nursing Simulation. .- Immersive Virtual Learning Spaces for Emotional Engagement in Education with the Classroom-ready Virtual Reality Device CLASSVR. .- Method for Evaluation and Classification of Self and Co-regulation of Learning in Immersive Narrative.

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