Isbn: 9789819623341 - virtual and augmented reality technology-enhanced learning: research and applications (gaming media and social effects) (5 resultados)

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Taschenbuch. Condición: Neu. Virtual and Augmented Reality Technology-Enhanced Learning | Research and Applications | Yiyu Cai (u. a.) | Taschenbuch | Gaming Media and Social Effects | viii | Englisch | 2026 | Springer | EAN 9789819623341 | Verantwortliche Person für die EU: Springer Verlag GmbH, Tiergartenstr. 17, 69121 Heidelberg, juergen[dot]hartmann[at]springer[dot]com | Anbieter: preigu. …

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Taschenbuch. Condición: Neu. Druck auf Anfrage Neuware - Printed after ordering - This book consists of chapters that present the state-of-the-art research and applications of Virtual & Augmented Reality Technology-enhanced Learning (VARTeL). 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.…

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Taschenbuch. Condición: Neu. This item is printed on demand - it takes 3-4 days longer - Neuware Englisch.

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Taschenbuch. Condición: Neu. This item is printed on demand - Print on Demand Titel. Neuware -This book consists of chapters that present the state-of-the-art research and applications of Virtual & Augmented Reality Technology-enhanced Learning (VARTeL). 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.Springer Verlag GmbH, Tiergartenstr. 17, 69121 Heidelberg 432 pp. Englisch.…