{"product_id":"immersive-learning-research-network-ebook","title":"Immersive Learning Research Network","description":"\u003cp\u003e\u003cstrong\u003e.-\u003c\/strong\u003e \u003cstrong\u003eFoundations in Immersive Learning Research and Theory.\u003c\/strong\u003e\u003cbr\u003e\n.- The Vibrotactile Paradox: Corrective and Reenforcing Feedback in Educational VR.\u003cbr\u003e\n.- Scent Box: Prototyping and Instructions for Olfactory Enhancement of VR-Experiences.\u003cbr\u003e\n.- Measuring Cognitive Load with Eye-tracking during Mental Rotation with 2D and 3D Visualization in AR.\u003cbr\u003e\n.- Augmented Didactic: Interacting with 3D Models to Enhance the Memory Systems.\u003cbr\u003e\n.- Complexity of Agency in VR Learning Environments: Exploring Associations with Interactivity, Learning Outcomes, and Affect.\u003cbr\u003e\n.- Ready Student One: A Framework for Avatar Design in Higher Education.\u003cbr\u003e\n.- A Literature Review and Taxonomy of In-VR Questionnaire User Interfaces.\u003cbr\u003e\n.- Describing and Interpreting Immersive Learning Cases with the Immersion Cube and the Immersive Learning Brain.\u003cbr\u003e\n.- Exploiting the TARC framework: The Relations between Educators’ Attitudes towards AR, Innovativeness, Digital Skills, and AR Skills in Education.\u003cbr\u003e\n.- Perceptions of Higher Education Students on Immersive Virtual Reality for Communication Skills Training. The Bodyswaps Case.\u003cbr\u003e\n.- Adaptive Learning and Instruction with Augmented Reality: A Scoping Review.\u003cbr\u003e\n.- An Evaluation of Headset vs Desktop Use for Accessing Virtual Worlds in a Higher Education Context.\u003cbr\u003e\n.- Design of Virtual Reality Environments to Support Learning in History Education.\u003cbr\u003e\n.- Perfecting the Interdisciplinary Storm: Immersive Narrative Development Workflows in Context of Meteorology Labs.\u003cbr\u003e\n\u003cstrong\u003e.-\u003c\/strong\u003e \u003cstrong\u003eAssessment and Evaluation (A\u0026amp;E).\u003c\/strong\u003e\u003cbr\u003e\n.- Is Usability always Productive in Learning Environments.\u003cbr\u003e\n\u003cstrong\u003e.-\u003c\/strong\u003e \u003cstrong\u003eGalleries, Libraries, Archives and Museums (GLAM).\u003c\/strong\u003e\u003cbr\u003e\n.-\u003cstrong\u003e \u003c\/strong\u003eThe Application of Procedurally Generated Libraries in Immersive Virtual Reality.\u003cbr\u003e\n.- Designing MetaHuman-Based Historical Characters in Virtual Exhibitions and Scenes: A Case Study on St Andrews.\u003cbr\u003e\n\u003cstrong\u003e.-\u003c\/strong\u003e \u003cstrong\u003eInclusion, Diversity, Equity, Access, and Social Justice (IDEAS).\u003c\/strong\u003e\u003cbr\u003e\n.-\u003cstrong\u003e \u003c\/strong\u003ePreliminary Report: Innovations in Participatory Immersive XR Research for Transition-Aged Autistic Adults.\u003cbr\u003e\n.- 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.\u003cbr\u003e\n.- Exploring the Inclusive Design and Use of Social MultiPlatform Virtual Reality for a Post-Secondary Gender Diversity Workshop.\u003cbr\u003e\n\u003cstrong\u003e.-\u003c\/strong\u003e \u003cstrong\u003eSTEM Education (STEM).\u003c\/strong\u003e\u003cbr\u003e\n.- A Computer-Supported Collaborative Learning Environment for Computer Science Education.\u003cbr\u003e\n.- AR for Science Education: Students’ Behaviour Patterns and the Relationship between Cognitive Load, Knowledge Acquisition and Performance.\u003cbr\u003e\n.- Spatial Audio Cues in an Immersive Virtual Reality STEM Escape Room Game: A Comparative Study.\u003cbr\u003e\n.- Lessons upon Dislikes: Educational Game Design Principles from Players’ Negative Feedback.\u003cbr\u003e\n.- Exploring the Influence of Immersive Virtual Reality on Science Learning – An Affordance Approach.\u003cbr\u003e\n.- Immersive Learning in History Education: Exploring the Capabilities of Virtual Avatars and Large Language Models.\u003cbr\u003e\n.- The Potential of Virtual Reality for Immersive HCI Education: Insights from an Empirical Study.\u003cbr\u003e\n.- Promoting Science Identity Exploration: An Analysis of the Game Design Features in WaterWays.\u003cbr\u003e\n\u003cstrong\u003e.- Medical \u0026amp; Healthcare Education (MHE).\u003c\/strong\u003e\u003cbr\u003e\n.-\u003cstrong\u003e \u003c\/strong\u003eLearning from Immersive Augmented Reality on COVID-19 Transmission.\u003cbr\u003e\n\u003cstrong\u003e.-\u003c\/strong\u003e \u003cstrong\u003eWorkforce Development \u0026amp; Industry Training (WDIT).\u003c\/strong\u003e\u003cbr\u003e\n.-\u003cstrong\u003e \u003c\/strong\u003eBreaking Barriers in Getting to Yes: Using Immersive Media for Cross-cultural Negotiation Training.\u003cbr\u003e\n\u003cstrong\u003e.- Self and Co-regulated Learning with Immersive Learning Environments (SCILE).\u003c\/strong\u003e\u003cbr\u003e\n.- Creativo: Design and Evaluation of a Multi-User Collaborative Learning Environment in Virtual Reality.\u003cbr\u003e\n.- The Impact of Cognitive, Affective, and Psychomotor Learning Perception on Learning Outcomes in the eXtended Reality based Nursing Simulation.\u003cbr\u003e\n.- Immersive Virtual Learning Spaces for Emotional Engagement in Education with the Classroom-ready Virtual Reality Device CLASSVR.\u003cbr\u003e\n.- Method for Evaluation and Classification of Self and Co-regulation of Learning in Immersive Narrative.\u003c\/p\u003e","brand":"Jule M. Krüger","offers":[{"title":"Default Title","offer_id":53652461551943,"sku":"9783031804755","price":106.99,"currency_code":"EUR","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0920\/5455\/2903\/files\/immersive-learning-research-network-ebook-cover.webp?v=1775364727","url":"https:\/\/www.cinebuch.de\/products\/immersive-learning-research-network-ebook","provider":"CineBuch","version":"1.0","type":"link"}