Description

Book Synopsis
Design principles integrate research findings with the real-world experiences of professional instructors. Featuring 11 design principles aimed at training recognition skills for people who must rapidly assess a situation and make a decision, this book is for anyone interested in using augmented reality and simulations to design better training.

Trade Review
'This handbook lays out the foundations of skilled decision making and cognitive performance, focusing on recognition skills as fundamental. Designing training for developing and improving cognitive performance has been a hidden practice offered by only a very few pioneering researchers and practitioners until now. This book opens the lid on how to do this effectively based on both cutting-edge theory and models in cognitive performance, as well as an understanding of the technology offering. Every technology company investing money into developing these technology-driven mixed-reality training systems should be reading this to ensure relevance, utility, usability, and adoption to their training organisation customers.' Rob Hutton, University of the West of England, UK
'Augmented reality applications are unlikely to have an impact without guidelines for putting the technology into practice, and that's what this book delivers. It is clearly written, with a number of good examples. This book's implications extend beyond augmented reality - implications for anyone wanting to improve training programs.' Gary Klein, Cognitive Psychologist and CEO of ShadowBox LLC
'Finally! A gem of a handbook on how to design virtual learning experiences. Building on the science of learning, this handbook offers practical guidance to create training that makes a difference and works. A must source for scientists, instructional designers, practitioners, and for all who engineer technology-based learning environments.' Eduardo Salas, Rice University, USA

Table of Contents
1. Introduction; 2. Engagement; 3. Scenario Building; 4. Fidelity and Realism; 5. Supporting Mental Model Construction; 6. Scaffolding and Reflection; 7. Synthesis; 8. Conclusion; References; Index.

Handbook of Augmented Reality Training Design

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£25.49

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RRP £29.99 – you save £4.50 (15%)

Order before 4pm today for delivery by Thu 18 Dec 2025.

A Paperback / softback by Laura G. Militello, Christen E. Sushereba, Sowmya Ramachandran

1 in stock


    View other formats and editions of Handbook of Augmented Reality Training Design by Laura G. Militello

    Publisher: Cambridge University Press
    Publication Date: 01/06/2023
    ISBN13: 9781009216159, 978-1009216159
    ISBN10: 1009216155

    Description

    Book Synopsis
    Design principles integrate research findings with the real-world experiences of professional instructors. Featuring 11 design principles aimed at training recognition skills for people who must rapidly assess a situation and make a decision, this book is for anyone interested in using augmented reality and simulations to design better training.

    Trade Review
    'This handbook lays out the foundations of skilled decision making and cognitive performance, focusing on recognition skills as fundamental. Designing training for developing and improving cognitive performance has been a hidden practice offered by only a very few pioneering researchers and practitioners until now. This book opens the lid on how to do this effectively based on both cutting-edge theory and models in cognitive performance, as well as an understanding of the technology offering. Every technology company investing money into developing these technology-driven mixed-reality training systems should be reading this to ensure relevance, utility, usability, and adoption to their training organisation customers.' Rob Hutton, University of the West of England, UK
    'Augmented reality applications are unlikely to have an impact without guidelines for putting the technology into practice, and that's what this book delivers. It is clearly written, with a number of good examples. This book's implications extend beyond augmented reality - implications for anyone wanting to improve training programs.' Gary Klein, Cognitive Psychologist and CEO of ShadowBox LLC
    'Finally! A gem of a handbook on how to design virtual learning experiences. Building on the science of learning, this handbook offers practical guidance to create training that makes a difference and works. A must source for scientists, instructional designers, practitioners, and for all who engineer technology-based learning environments.' Eduardo Salas, Rice University, USA

    Table of Contents
    1. Introduction; 2. Engagement; 3. Scenario Building; 4. Fidelity and Realism; 5. Supporting Mental Model Construction; 6. Scaffolding and Reflection; 7. Synthesis; 8. Conclusion; References; Index.

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