Description

Book Synopsis

This timely volume highlights the novel ways in which cutting-edge virtual and augmented reality (VR and AR) technology is being used in STEM education.

Today, there are many exciting advances occurring in Immersive Learning Environments (ILEs) and innovative applications in STEM education. Recent breakthroughs in technologies such VR, AR, and Mixed Reality (MR) as well as Cross Reality (XR) that leverages VR, AR, and MR are finally making it feasible for educators in STEM to adopt ILEs in their classrooms in a scalable manner. Edited by experienced XR researchers in STEM education, Wang, Ryoo, and Winkelmann, the book focuses on the use of ILEs for creating experiences that excite, inspire, and engage learners in STEM disciplines. Chapters include research studies and practical applications addressing the challenges and opportunities associated with adopting technologies. This book covers the entire spectrum of immersive platform types and ILEs such as desktop, mobile, wearab

Table of Contents

Introduction: Cross Reality (XR) and Immersive Learning Environments (ILE) in education 1. Team-based mobile learning supported by an intelligent system: case study of STEM students 2. Probability learning in mathematics using augmented reality: impact on students’ learning gains and attitudes 3. Reply to which post? An analysis of peer reviews in a high school SPOC 4. The SOR (stimulus-organism-response) paradigm in online learning: an empirical study of students’ knowledge hiding perceptions 5. Design and implementation of data collection mechanism for 3D design course based on xAPI standard 6. Learning gains and attitudes of students performing chemistry experiments in an immersive virtual world 7. Investigating high school students’ perceptions and presences under VR learning environment

Cross Reality XR and Immersive Learning

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£128.25

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RRP £135.00 – you save £6.75 (5%)

Order before 4pm tomorrow for delivery by Tue 16 Dec 2025.

A Hardback by Minjuan Wang, Jungwoo Ryoo, Kurt Winkelmann

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    View other formats and editions of Cross Reality XR and Immersive Learning by Minjuan Wang

    Publisher: Taylor & Francis Ltd
    Publication Date: 1/14/2023 12:11:00 AM
    ISBN13: 9781032599946, 978-1032599946
    ISBN10: 1032599944

    Description

    Book Synopsis

    This timely volume highlights the novel ways in which cutting-edge virtual and augmented reality (VR and AR) technology is being used in STEM education.

    Today, there are many exciting advances occurring in Immersive Learning Environments (ILEs) and innovative applications in STEM education. Recent breakthroughs in technologies such VR, AR, and Mixed Reality (MR) as well as Cross Reality (XR) that leverages VR, AR, and MR are finally making it feasible for educators in STEM to adopt ILEs in their classrooms in a scalable manner. Edited by experienced XR researchers in STEM education, Wang, Ryoo, and Winkelmann, the book focuses on the use of ILEs for creating experiences that excite, inspire, and engage learners in STEM disciplines. Chapters include research studies and practical applications addressing the challenges and opportunities associated with adopting technologies. This book covers the entire spectrum of immersive platform types and ILEs such as desktop, mobile, wearab

    Table of Contents

    Introduction: Cross Reality (XR) and Immersive Learning Environments (ILE) in education 1. Team-based mobile learning supported by an intelligent system: case study of STEM students 2. Probability learning in mathematics using augmented reality: impact on students’ learning gains and attitudes 3. Reply to which post? An analysis of peer reviews in a high school SPOC 4. The SOR (stimulus-organism-response) paradigm in online learning: an empirical study of students’ knowledge hiding perceptions 5. Design and implementation of data collection mechanism for 3D design course based on xAPI standard 6. Learning gains and attitudes of students performing chemistry experiments in an immersive virtual world 7. Investigating high school students’ perceptions and presences under VR learning environment

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