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Titlebook: Virtual, Augmented, and Mixed Realities in Education; Dejian Liu,Chris Dede,John Richards Book 2017 Springer Nature Singapore Pte Ltd. 201

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Embodied Education in Mixed and Mediated Realties learning, and a new gesture-based assessment. A taxonomy for embodiment in education is included. The chapter concludes with several design principles that the Embodied Games Lab has culled over the years while creating educational content that maximizes the affordances of virtual and mixed reality
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Preparing Students for Future Learning with Mixed Reality Interfacestion), can prepare students for future learning. I describe four controlled experiments that I have conducted over the years where students learned complex concepts in STEM and where a Tangible User Interface created a “Time for Telling”. This is followed by a summary the findings, a discussion of t
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Conclusion—Strategic Planning for R&D on Immersive Learningaccess to the next generations of tools and complementary research agendas to rapidly accumulate knowledge. Immersive technologies cannot be examined in the hope of changing one parameter and observing the effects. Rather, immersion, particularly VR and MUVEs, by their very nature alter perspective,
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Book 2017es advanced approaches in the design and development for various forms of immersive learning environments, and also the emerging innovations in assessment and research in the field. In addition, it demonstrates the opportunities and challenges in implementing advances in VR and immersion at scale in
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Virtual Reality as an Immersive Medium for Authentic Simulationsistics, user-interface, learning objectives, and classroom implementation are discussed. Then, research questions for comparisons between the VR version and the “Classic” version are described. The chapter concludes with generalizable design heuristics for blending MUVE-based curricula with head-mounted display immersion.
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Systems to Support Co-creative Collaboration in Mixed-Reality Environmentsproach. Finally we reflect on the tensions between the pedagogy and technology and consider the implications for the wider systems that support teaching and learning and co-creative collaboration in mixed-reality environments.
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