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Titlebook: Immersive Learning Research Network; 4th International Co Dennis Beck,Colin Allison,Christian Gütl Conference proceedings 2018 Springer Int

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发表于 2025-3-21 16:34:09 | 显示全部楼层 |阅读模式
书目名称Immersive Learning Research Network
副标题4th International Co
编辑Dennis Beck,Colin Allison,Christian Gütl
视频videohttp://file.papertrans.cn/462/461908/461908.mp4
丛书名称Communications in Computer and Information Science
图书封面Titlebook: Immersive Learning Research Network; 4th International Co Dennis Beck,Colin Allison,Christian Gütl Conference proceedings 2018 Springer Int
描述.This volume constitutes the refereed proceedings of the 4th International Conference of the  Immersive Learning Network, iLRN 2018, held in Missoula, MT, USA, in June 2018.. .The 12 revised full papers and the two revised short papers presented in this volume were carefully reviewed and selected from 57 submissions. The papers are organized in topical sections on environmental sciences, climate change, immersive technologies; immersive technologies in cultural heritage; immersive technologies in primary and secondary education; games and game design..
出版日期Conference proceedings 2018
关键词3D; artificial intelligence; augmented reality; computer-aided instruction; computer-assisted instructio
版次1
doihttps://doi.org/10.1007/978-3-319-93596-6
isbn_softcover978-3-319-93595-9
isbn_ebook978-3-319-93596-6Series ISSN 1865-0929 Series E-ISSN 1865-0937
issn_series 1865-0929
copyrightSpringer International Publishing AG, part of Springer Nature 2018
The information of publication is updating

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Social Resiliency in Digital Games on how future game-based learning designers may be better able to tackle the problem of managing disruptive innovation. Researchers may draw upon this paper’s observations to help frame ways in which future digital games may be better suited for instructional purposes when trying to address challenges of disruptive technology.
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Embodying Climate Change: Incorporating Full Body Tracking in the Design of an Interactive Rates of tion system and a 3-screen immersive simulation theater, participants work together to explore a representation of the greenhouse effect while embodying concepts of rates of change and dynamic equilibrium.
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Immersive Analytics for the Ecological Cognitive Stimulation Approachimulation that adapts to the corresponding situation. To build activities, efficiently, we propose to exploit immersive analytics potential to analyze and visualize the available huge amount of data through constructing virtual environments for the simulations, leading to better decisions that may influence the life of the persons.
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The Next Generation of Disaster Management and Relief Planning: Immersive Analytics Based Approacht classification. We evaluate the performance of the performed classification method using the standard classification performance metrics accuracy, precision, recall, and F-measure and Microsoft Power BI as a visualization tool.
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Mathland: Constructionist Mathematical Learning in the Real World Using Immersive Mixed Reality and situated learning. Our preliminary study with 30 participants shows that a considerable percentage of participants found Mathland to not only be engaging (83%), but also efficacious in the areas of collaborative learning (92.8%), problem solving (96.6%) and mathematics education (90%).
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Facilitating Undergraduate Experimental Game Design: A Pilot Study with course. These three strategies are: modifying the grading schema, encouraging rapid prototyping, and providing frequent feedback. Though this guide is focused on experimental game design, many of the lessons we describe could be applied to courses in other fields where experimentation or loosely-defined works are the objective.
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