語系:
繁體中文
English
說明(常見問題)
登入
回首頁
切換:
標籤
|
MARC模式
|
ISBD
Educational Media and Technology Yea...
~
Tseng, Sheng Shiang.
Educational Media and Technology Yearbook = Volume 42 /
紀錄類型:
書目-語言資料,印刷品 : Monograph/item
正題名/作者:
Educational Media and Technology Yearbook/ edited by Robert Maribe Branch, Hyewon Lee, Sheng Shiang Tseng.
其他題名:
Volume 42 /
其他作者:
Branch, Robert Maribe.
面頁冊數:
XIV, 456 p. 43 illus., 39 illus. in color.online resource. :
Contained By:
Springer Nature eBook
標題:
Educational technology. -
電子資源:
https://doi.org/10.1007/978-3-030-27986-8
ISBN:
9783030279868
Educational Media and Technology Yearbook = Volume 42 /
Educational Media and Technology Yearbook
Volume 42 /[electronic resource] :edited by Robert Maribe Branch, Hyewon Lee, Sheng Shiang Tseng. - 1st ed. 2019. - XIV, 456 p. 43 illus., 39 illus. in color.online resource. - Educational Media and Technology Yearbook,428755-2094 ;. - Educational Media and Technology Yearbook,39.
Part I Trends and Issues in Learning, Design, and Technology Issues and Trends in Instructional Technology: Access to Mobile Technologies, Digital Content, and Online Learning Opportunities Continues as Spending on IT Remains Steady -- Second Thoughts: Understanding the Impact and Appropriate Use and Non-use of Technologies -- Enhancing Student Critical Literacy through Social Annotations -- The 2019 Scholarship Rankings -- Part II Virtual Reality (VR) and Augmented Reality (AR) -- Introduction-US Govt -- The Immersive Experience - How Virtual Reality Can Support Student Learning -- The Effects of a VR Intervention on Career Interest, Empathy, Communication Skills and Learning with 2nd Year Medical Students -- Sensory Worlds: Emotional Geography and Human Centered Design in 360° VR Ethnographic Videos -- Accessing the Pokélayer: Augmented Reality and Fantastical Play in Pokémon Go -- Visualization of Molecular Structures Using Augmented Reality -- Instructional Designs and Educational Technologies within Augmented Reality -- Transmedia Storytelling: IDET ARTS VR as Library Technology: Early Faculty and Student Feedback on Educational Use of Immersive Technology -- Review Paper: Immersive Media and Their Future -- Part III Leadership Profiles Introduction -- Ana Donaldson -- Richard Cornell -- Part IV Organizations and Associations in North America Introduction -- Organizations and Associations in the US and Canada -- Part V Graduate Programs Introduction -- Graduate Programs in Learning, Design, Technology, Information, or Libraries -- Part VI Mediagraphy Introduction -- Mediagraphy.
This is Volume 42 of the Educational Media and Technology Yearbook. For the past 40 years, our Yearbook has contributed to the field of Educational Technology in presenting contemporary topics, ideas, and developments regarding diverse technology tools for educational purposes. Our Yearbook has inspired researchers, practitioners, and teachers to consider how to develop technological designs and develop curricula and instruction integrating technology to enhance student learning, teach diverse populations across levels with effective technology integration, and apply technology in interactive ways to motivate students to engage in course content. In addition, Volume 42 features the Virtual Reality (VR) and Augmented Reality (AR) research and educational use cases, organized and coordinated by Vivienne and David. This section provides evidence that the affordances of AR, VR, and mixed reality, defined as an immersive multi-platform experience reality (XR), have begun to make indelible changes in teaching and learning in the United States. XR’s recent developments stimulated the editors to propose a special edition to mark the interoperability of immersive technology to push the boundaries of human curiosity, creativity, and problem solving. After years of incremental development, XR has reached a critical level of investment, infrastructure, and emerging production. The chapters included in this section illustrate how XR can push user inquiry, engagement, learning, and interactivity to new levels within physical and digital contexts.
ISBN: 9783030279868
Standard No.: 10.1007/978-3-030-27986-8doiSubjects--Topical Terms:
556755
Educational technology.
LC Class. No.: LC8-6691
Dewey Class. No.: 371.33
Educational Media and Technology Yearbook = Volume 42 /
LDR
:04622nam a22004095i 4500
001
1011496
003
DE-He213
005
20200705000202.0
007
cr nn 008mamaa
008
210106s2019 gw | s |||| 0|eng d
020
$a
9783030279868
$9
978-3-030-27986-8
024
7
$a
10.1007/978-3-030-27986-8
$2
doi
035
$a
978-3-030-27986-8
050
4
$a
LC8-6691
072
7
$a
JNV
$2
bicssc
072
7
$a
EDU039000
$2
bisacsh
072
7
$a
JNV
$2
thema
082
0 4
$a
371.33
$2
23
245
1 0
$a
Educational Media and Technology Yearbook
$h
[electronic resource] :
$b
Volume 42 /
$c
edited by Robert Maribe Branch, Hyewon Lee, Sheng Shiang Tseng.
250
$a
1st ed. 2019.
264
1
$a
Cham :
$b
Springer International Publishing :
$b
Imprint: Springer,
$c
2019.
300
$a
XIV, 456 p. 43 illus., 39 illus. in color.
$b
online resource.
336
$a
text
$b
txt
$2
rdacontent
337
$a
computer
$b
c
$2
rdamedia
338
$a
online resource
$b
cr
$2
rdacarrier
347
$a
text file
$b
PDF
$2
rda
490
1
$a
Educational Media and Technology Yearbook,
$x
8755-2094 ;
$v
42
505
0
$a
Part I Trends and Issues in Learning, Design, and Technology Issues and Trends in Instructional Technology: Access to Mobile Technologies, Digital Content, and Online Learning Opportunities Continues as Spending on IT Remains Steady -- Second Thoughts: Understanding the Impact and Appropriate Use and Non-use of Technologies -- Enhancing Student Critical Literacy through Social Annotations -- The 2019 Scholarship Rankings -- Part II Virtual Reality (VR) and Augmented Reality (AR) -- Introduction-US Govt -- The Immersive Experience - How Virtual Reality Can Support Student Learning -- The Effects of a VR Intervention on Career Interest, Empathy, Communication Skills and Learning with 2nd Year Medical Students -- Sensory Worlds: Emotional Geography and Human Centered Design in 360° VR Ethnographic Videos -- Accessing the Pokélayer: Augmented Reality and Fantastical Play in Pokémon Go -- Visualization of Molecular Structures Using Augmented Reality -- Instructional Designs and Educational Technologies within Augmented Reality -- Transmedia Storytelling: IDET ARTS VR as Library Technology: Early Faculty and Student Feedback on Educational Use of Immersive Technology -- Review Paper: Immersive Media and Their Future -- Part III Leadership Profiles Introduction -- Ana Donaldson -- Richard Cornell -- Part IV Organizations and Associations in North America Introduction -- Organizations and Associations in the US and Canada -- Part V Graduate Programs Introduction -- Graduate Programs in Learning, Design, Technology, Information, or Libraries -- Part VI Mediagraphy Introduction -- Mediagraphy.
520
$a
This is Volume 42 of the Educational Media and Technology Yearbook. For the past 40 years, our Yearbook has contributed to the field of Educational Technology in presenting contemporary topics, ideas, and developments regarding diverse technology tools for educational purposes. Our Yearbook has inspired researchers, practitioners, and teachers to consider how to develop technological designs and develop curricula and instruction integrating technology to enhance student learning, teach diverse populations across levels with effective technology integration, and apply technology in interactive ways to motivate students to engage in course content. In addition, Volume 42 features the Virtual Reality (VR) and Augmented Reality (AR) research and educational use cases, organized and coordinated by Vivienne and David. This section provides evidence that the affordances of AR, VR, and mixed reality, defined as an immersive multi-platform experience reality (XR), have begun to make indelible changes in teaching and learning in the United States. XR’s recent developments stimulated the editors to propose a special edition to mark the interoperability of immersive technology to push the boundaries of human curiosity, creativity, and problem solving. After years of incremental development, XR has reached a critical level of investment, infrastructure, and emerging production. The chapters included in this section illustrate how XR can push user inquiry, engagement, learning, and interactivity to new levels within physical and digital contexts.
650
0
$a
Educational technology.
$3
556755
650
0
$a
Learning.
$3
555256
650
0
$a
Instruction.
$3
1253701
650
0
$a
Teaching.
$3
555255
650
1 4
$a
Educational Technology.
$3
670011
650
2 4
$a
Learning & Instruction.
$3
670152
650
2 4
$a
Teaching and Teacher Education.
$3
783596
700
1
$a
Branch, Robert Maribe.
$4
edt
$4
http://id.loc.gov/vocabulary/relators/edt
$3
584824
700
1
$a
Lee, Hyewon.
$e
editor.
$4
edt
$4
http://id.loc.gov/vocabulary/relators/edt
$3
1305680
700
1
$a
Tseng, Sheng Shiang.
$e
editor.
$4
edt
$4
http://id.loc.gov/vocabulary/relators/edt
$3
1305681
710
2
$a
SpringerLink (Online service)
$3
593884
773
0
$t
Springer Nature eBook
776
0 8
$i
Printed edition:
$z
9783030279851
776
0 8
$i
Printed edition:
$z
9783030279875
776
0 8
$i
Printed edition:
$z
9783030279882
830
0
$a
Educational Media and Technology Yearbook,
$x
8755-2094 ;
$v
39
$3
1257081
856
4 0
$u
https://doi.org/10.1007/978-3-030-27986-8
912
$a
ZDB-2-EDA
912
$a
ZDB-2-SXED
950
$a
Education (SpringerNature-41171)
950
$a
Education (R0) (SpringerNature-43721)
筆 0 讀者評論
多媒體
評論
新增評論
分享你的心得
Export
取書館別
處理中
...
變更密碼[密碼必須為2種組合(英文和數字)及長度為10碼以上]
登入