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Paperback Learning in a Digital World: Perspective on Interactive Technologies for Formal and Informal Education Book

ISBN: 9811382670

ISBN13: 9789811382673

Learning in a Digital World: Perspective on Interactive Technologies for Formal and Informal Education

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Book Overview

Foreword.- Preface.- Chapter 1. Introduction: Learning in a digital world, the role of interactive technologies to support learning and teaching.- PART I: Theoretical and empirical findings on the integration of interactive technologies in formal or informal education.- Chapter 2. Redefining Augmented Reality in the Classroom.- Chapter 3. Supporting learning in digital games: Promises and challenges.- Chapter 4. Under the hood of digital educational board games: Identifying the link between design elements and learning impact.- Chapter 5. Prompting deep learning with interactive technologies: Theoretical perspectives in integrating interactive technologies.- Chapter 6. Creating dialectics to learn: Infrastructures, practices, and challenges.- Chapter 7. Virtual reality learning environments (VRLEs) for training and learning.- Chapter 8. What gesture and embodied learning bring to VR and education.- Chapter 9. The turn toward wearables as embodied learning technologies.- Chapter 10. Review of augmented reality in education: Situated learning with digital and non-digital resources.- PART II: Use cases of interactive systems, applications and prototypes providing specific learning/teaching affordances.- Chapter 11. The GlobalEd 2 project: An interdisciplinary simulation promoting students' global citizenship and STEM literacy.- Chapter 12. Collective efficacy with identity transparency.- Chapter 13. Designing and evaluating augmented reality applications across multidisciplinary subjects for elementary students.- Chapter 14. Teaching technology design: Practicing teachers designing serious educational games.- Chapter 15. Digital geography and interactive technologies to improve students' competencies.- Chapter 16. Student and teacher's perceptions toward the in-game card as educational reward (ICER) moodle plug-in.- Chapter 17. Virtual reality simulations for physics learning.- Chapter 18. Open Sim in the primary school classroom: Chatterdale scenario.- Chapter 19. Affordances of a game-based learning environment for learning basic numbers.- Chapter 20. Design a collaborative visualization-based learning system for teacher's professional development.

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