Produktbild: Immersive Learning Research Network
Band 2598

Immersive Learning Research Network 11th International Conference, iLRN 2025, Chicago, IL, USA, June 15–19, 2025, Revised Selected Papers

Fr. 127.00

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Beschreibung

Produktdetails

Einband

Taschenbuch

Erscheinungsdatum

29.08.2025

Abbildungen

XXI, 123 illus., 100 illus. in color., farbige Illustrationen, schwarz-weiss Illustrationen

Herausgeber

Jule M. Krüger + weitere

Verlag

Springer

Seitenzahl

396

Maße (L/B/H)

23.5/15.5/2.3 cm

Gewicht

633 g

Sprache

Englisch

ISBN

978-3-031-98079-4

Beschreibung

Produktdetails

Einband

Taschenbuch

Erscheinungsdatum

29.08.2025

Abbildungen

XXI, 123 illus., 100 illus. in color., farbige Illustrationen, schwarz-weiss Illustrationen

Herausgeber

Verlag

Springer

Seitenzahl

396

Maße (L/B/H)

23.5/15.5/2.3 cm

Gewicht

633 g

Sprache

Englisch

ISBN

978-3-031-98079-4

Herstelleradresse

Springer-Verlag GmbH
Tiergartenstr. 17
69121 Heidelberg
DE

Email: ProductSafety@springernature.com

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  • Produktbild: Immersive Learning Research Network
  • .-  Foundations in Immersive Learning Research and Theory:

    .- Exploring Space and Non-Verbal Interaction in Instructional Design in Immersive  Collaborative Learning.

    .- Physiological and Psychological Responses to Varying Levels of VR Immersion: A Study of User Experience.

    .- Presence in Augmented Learning: An Empirical Study Leading to a New Questionnaire Proposal.

    .- An Explosion of the Uses of Immersive Learning Environments: A Mapping of Reviews Update.

    .- Why do Primary School Pupils Engage in Augmented Reality Educational Activities? A Uses and Gratification Theory Perspective.

    .- You’re My Only Hope: An Exploration of the Advantages and Disadvantages of Lecturers as Holograms.

    .- Escaping the Maze: Enhancing Teamwork and Collaboration in Higher Education through a Gamified Virtual Reality Experience.

    .- Assessment and Evaluation (A&E):

    .- Expert-Based Review and Evaluation of the Gamified Mixed Reality Application from a User Experience Perspective.

    .- Exploring the Benefits of Immersive Technologies in Elementary Physical Education.

    .- Leveraging VR Tools for Inclusive Education: Implications from Sign Language Learning in VRChat.

    .- Rethinking the Extended Reality and Autism Research Agenda: Toward Neurodiversity-Affirming, Transdiagnostic, Inclusive Design.

    .- The Ethical Choices with Educational Technology (ECET) Immersive Technologies Decision Support Framework.

    .- Enhancing Multiliteracy through Virtual Reality: An Inclusive Approach to Critical Immersive-Triggered Literacy.

    .- STEM Education (STEM)

    .- Systematic Literature of Immersive Learning Design with Virtual Reality for STEM Education in Higher Education.

    .- Examining the Acceptance of First-Person View Drones through Head-Mounted Displays in STEM Education by In-Service Teachers.

    .- Medical & Healthcare Education (MHE):

    .- Designing a Virtual Reality Operating Room Learning Tool for Novice Healthcare Students.

    .- From Presence to Acceptance: Exploring the Influence of Sense of Presence on Immersive Learning Technology Acceptance and Reasoning.

    .- Workforce Development & Industry Training (WDIT):

    .- Greens Do Good: A Hydroponic Vertical Farm Augmented and Virtual Reality Training Prototype for Autistic Trainees.

    .- Self and Co-regulated Learning with Immersive Learning 

    Environments (SCILE):

    .- Lowering the Barriers for Designing Immersive Learning Environments: ImmersityXR Framework.

    Special Track 1: Immersive learning across Latin America: State 

    of Research, Use Cases and Projects:

    .- Immersive Learning in Teaching Geomatics for Engineering Students.

    .- The Impact of Virtual Transition Spaces on Learning Engagement and Memory Retention.

    .- SpecialTrack 2: Navigating Grand Challenges: Immersive 

    Learning & Global Solutions (iLRNGrandChallenges):

    .- Immersion for AI: Immersive Learning with Artificial Intelligence.

    .- Special Track 3: Sustainable Development and Immerse Learning 

    in the Climate Emergency:

    .- Design of a 3D Model-based Augmented Reality Tool for Engineering Learning.