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Highlighted are the pedagogical, organizational, cultural, social, and economic factors that influence the adoption and integration of emerging technologies in distance education. Advice is offered on how educators can launch effective and engaging distance education initiatives, in response to technological advancements, changing mindsets, and economic and organizational pressures.
While uses and studies of XR technology within STEM-based education have been plentiful in recent years, there has been lesser or even, at times, a lack of coverage for this novel learning tool in the arts and humanities.Past and Future Presence aims to bridge some of that gap by presenting research-based theory and case studies of successful application and implementation of XR technology into postsecondary educational settings, ranging in topics from ancient to modern languages, classical and contemporary art, and reenvisioned historical scenes and events presented in ways never seen before. The studies also contemplate how this novel medium can enhance and supplement learning in classroom...
Three-dimensional (3D) immersive virtual worlds have been touted as being capable of facilitating highly interactive, engaging, multimodal learning experiences. Much of the evidence gathered to support these claims has been anecdotal but the potential that these environments hold to solve traditional problems in online and technology-mediated education—primarily learner isolation and student disengagement—has resulted in considerable investments in virtual world platforms like Second Life, OpenSimulator, and Open Wonderland by both professors and institutions. To justify this ongoing and sustained investment, institutions and proponents of simulated learning environments must assemble a ...
Provides extensive information about pervasive computing and its implications from various perspectives so that current and future pervasive service providers can make responsible decisions about where, when and how to use this technology.
This volume was first published by Inter-Disciplinary Press in 2012. A collection of papers presented at the 2nd Global Conference on Experiential Learning in Virtual Worlds, held in Prague, Czech Republic. Presenters discussed their research on the impact of utilizing virtual worlds for educational purposes. Presenters also discussed the influence virtual worlds have on concepts such as identity, learning and interaction.
The book offers a practical transferable model and guidelines for integrating podcasts in higher education contexts.
Through a multidisciplinary collection of case studies, this book explores the effects of the digital age on medieval and early modern studies. Divided into five parts, the book examines how people, medieval and modern, engage with medieval media and technology through an exploration of the theory underpinning audience interactions with historical materials in the past and the real-world engagement of a twenty-first century audience with medieval and early modern studies through the multimodal lens of a vast digital landscape. Each case study reveals the diversity of medieval media and technology and challenges readers to consider new types of literacy competencies as scholarly, rigorous met...
Institutions of higher learning rely heavily on technological innovation to effectively deliver educational services and provide students with a quality experience. Thus, the ability of leaders and administrators at these institutions to produce effective policy and to innovate in an evolving world hinges on successfully applying technological solutions to everyday challenges facing their college or university. Cases on Technologies for Educational Leadership and Administration in Higher Education brings together a collection of practical case studies exploring the application of new technologies, such as student management systems and enterprise resource planning, along with strategies that educational leaders can use to foster organizational change. Targeted toward college and university administrators and leaders, this book discusses successful strategies for managing universities in the tech-savvy 21st century.
Mixed Reality has been part of our lives ever since we first started to dream of creative ways to comprehend information and concepts through actual and imaginative experiences. This book explores the latest research informing education design in virtual and augmented reality. By utilising numerous studies and examples, it describes the differences between perceived knowledge, usage area, technologies, and tools. It will help the reader gain a better understanding of the nature of virtual or augmented realities and their applications in theory and practice.