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Smart Computing and Intelligence Series Editors: Kinshuk · Ronghuai Huang · Chris Dede Dejian Liu Chris Dede Ronghuai Huang Editors John Richards Virtual, Augmented, and Mixed Realities in Education Smart Computing and Intelligence Series editors Kinshuk, Athabasca, Canada Ronghuai Huang, Beijing, China Chris Dede, Cambridge, USA This book series aims to establish itself as a medium for the publication of new research and development of innovative paradigms, models, architectures, concep- tual underpinnings and practical implementations encompassed within smart computing and intelligence. The scope of the series includes but is not limited to smart city, smart education, health informatics, smart ecology, data and computational analytics, smart society, smart learning, complex systems-chaos, computational thinking, brain computer interaction, natural/computer interaction, humanoid behaviour, and impact of educational psychology on computing. The cornerstone of this series’ editorial policy is its unwavering commitment to reportthelatestresultsfromallareasofsmartcomputingandintelligenceresearch, development,andpractice.Ourmissionistoservetheglobalsmartcomputingand intelligence community by providing a most valuable publication service. More information about this series at http://www.springer.com/series/15620 Dejian Liu Chris Dede Ronghuai Huang (cid:129) (cid:129) John Richards Editors Virtual, Augmented, and Mixed Realities in Education 123 Editors DejianLiu RonghuaiHuang Smart Learning Institute Smart Learning Institute Beijing NormalUniversity Beijing NormalUniversity Beijing Beijing China China Chris Dede JohnRichards Harvard Graduate Schoolof Education Harvard Graduate Schoolof Education Harvard University Cambridge, MA Cambridge, MA USA USA ISSN 2522-0888 ISSN 2522-0896 (electronic) Smart Computing andIntelligence ISBN978-981-10-5489-1 ISBN978-981-10-5490-7 (eBook) DOI 10.1007/978-981-10-5490-7 LibraryofCongressControlNumber:2017947472 ©SpringerNatureSingaporePteLtd.2017 Thisworkissubjecttocopyright.AllrightsarereservedbythePublisher,whetherthewholeorpart of the material is concerned, specifically the rights of translation, reprinting, reuse of illustrations, recitation, broadcasting, reproduction on microfilms or in any other physical way, and transmission orinformationstorageandretrieval,electronicadaptation,computersoftware,orbysimilarordissimilar methodologynowknownorhereafterdeveloped. The use of general descriptive names, registered names, trademarks, service marks, etc. in this publicationdoesnotimply,evenintheabsenceofaspecificstatement,thatsuchnamesareexemptfrom therelevantprotectivelawsandregulationsandthereforefreeforgeneraluse. The publisher, the authors and the editors are safe to assume that the advice and information in this book are believed to be true and accurate at the date of publication. Neither the publisher nor the authorsortheeditorsgiveawarranty,expressorimplied,withrespecttothematerialcontainedhereinor for any errors or omissions that may have been made. The publisher remains neutral with regard to jurisdictionalclaimsinpublishedmapsandinstitutionalaffiliations. Printedonacid-freepaper ThisSpringerimprintispublishedbySpringerNature TheregisteredcompanyisSpringerNatureSingaporePteLtd. Theregisteredcompanyaddressis:152BeachRoad,#21-01/04GatewayEast,Singapore189721,Singapore Contents 1 Introduction: Virtual, Augmented, and Mixed Realities in Education. .... .... .... ..... .... .... .... .... .... ..... .... 1 Christopher J. Dede, Jeffrey Jacobson and John Richards PartI FrameworksfortheDesignandImplementationofImmersive Learning 2 Implicit Learning Through Embodiment in Immersive Virtual Reality ... .... .... .... ..... .... .... .... .... .... ..... .... 19 Mel Slater 3 Authenticity in Immersive Design for Education .. .... ..... .... 35 Jeffrey Jacobson 4 The Immersive Power of Social Interaction... .... .... ..... .... 55 Nicole C. Krämer 5 Assessment for Learning in Immersive Environments .. ..... .... 71 Valerie Shute, Seyedahmad Rahimi and Benjamin Emihovich 6 Infrastructures for Immersive Media in the Classroom. ..... .... 89 John Richards 7 The Potentials and Trends of Virtual Reality in Education... .... 105 Dejian Liu, Kaushal Kumar Bhagat, Yuan Gao, Ting-Wen Chang and Ronghuai Huang Part II Case Studies of Immersive Learning 8 Virtual Reality as an Immersive Medium for Authentic Simulations ... .... .... ..... .... .... .... .... .... ..... .... 133 Chris Dede, Tina A. Grotzer, Amy Kamarainen and Shari J. Metcalf v vi Contents 9 Systems to Support Co-creative Collaboration in Mixed-Reality Environments.. .... .... ..... .... .... .... .... .... ..... .... 157 Michael Robert Gardner and Warren W. Sheaffer 10 Massively Multiplayer Online Roleplaying Games and Virtual Reality Combine for Learning . .... .... .... .... .... ..... .... 179 Eric Klopfer 11 Embodied Education in Mixed and Mediated Realties.. ..... .... 193 Mina C. Johnson-Glenberg 12 Preparing Students for Future Learning with Mixed Reality Interfaces. .... .... .... ..... .... .... .... .... .... ..... .... 219 Bertrand Schneider 13 Conclusion—Strategic Planning for R&D on Immersive Learning .... ..... .... .... .... .... .... ..... .... 237 Christopher J. Dede and John Richards Glossary of Terms Related to Immersive Learning .... .... ..... .... 245 Contributors Ting-Wen Chang Smart Learning Institute, Beijing Normal University, Beijing, China Chris Dede Harvard Graduate School of Education, Harvard University, Cambridge, MA, USA Christopher J. Dede Harvard Graduate School of Education, Cambridge, MA, USA Benjamin Emihovich Educational Psychology and Learning Technologies, Florida State University, Tallahassee, FL, USA Yuan Gao Smart Learning Institute, Beijing Normal University, Beijing, China Michael Robert Gardner School of Computer Science and Electronic Engineering, The University of Essex, Colchester, Essex, UK Tina A. Grotzer Harvard Graduate School of Education, Harvard University, Cambridge, MA, USA Ronghuai Huang Smart Learning Institute, Beijing Normal University, Beijing, China Jeffrey Jacobson CEO, EnterpriseVR, Jamaica Plain, MA, USA Mina C. Johnson-Glenberg Department of Psychology, Arizona State University, Tempe, AZ, USA Amy Kamarainen Harvard Graduate School of Education, Harvard University, Cambridge, MA, USA Eric Klopfer Scheller Teacher Education Program, Massachusetts Institute of Technology, Cambridge, MA, USA Nicole C. Krämer Department for Computer Science and Applied Cognitive Science, University Duisburg-Essen, Duisburg, Germany vii viii Contributors Kaushal Kumar Bhagat Smart Learning Institute, Beijing Normal University, Beijing, China Dejian Liu Smart Learning Institute, Beijing Normal University, Beijing, China Shari J. Metcalf Harvard Graduate School of Education, Harvard University, Cambridge, MA, USA Seyedahmad Rahimi Educational Psychology and Learning Technologies, Florida State University, Tallahassee, FL, USA John Richards Harvard University Graduate School of Education, Cambridge, MA, USA; Consulting Services for Education, Inc., Newton, MA, USA Bertrand Schneider Harvard University, Cambridge, MA, USA Warren W. Sheaffer Department of Mathematics and Computer Science, Saint Paul College, Saint Paul, MN, USA Valerie Shute Educational Psychology and Learning Technologies, Florida State University, Tallahassee, FL, USA Mel Slater Institució Catalana de Recerca I Estudis Avançats (ICREA), Barcelona, Spain; University College London, London, UK; University of Barcelona, Barcelona, Spain Chapter 1 Introduction: Virtual, Augmented, and Mixed Realities in Education Christopher J. Dede, Jeffrey Jacobson and John Richards (cid:1) (cid:1) (cid:1) Keywords Virtualreality Augmentedreality Mixedreality Augmentedvirtuality (cid:1) (cid:1) (cid:1) (cid:1) (cid:1) (cid:1) Virtualenvironment VR AR MR VE Cyberspace Immersion (cid:1) (cid:1) (cid:1) (cid:1) Presence Haptics Constructivism Situatedlearning Activelearning (cid:1) (cid:1) (cid:1) (cid:1) Constructionism Education Schools Museums Informaleducation (cid:1) (cid:1) (cid:1) (cid:1) Conceptualchange Adaptiveresponse Metaverse 360video HMD (cid:1) (cid:1) (cid:1) (cid:1) (cid:1) CAVE Dome Cybersickness Sensoryconflict Interactive Interactivity (cid:1) (cid:1) Multiuservirtualenvironment MUVE Massivelymultipleonlineroleplayinggame (cid:1) (cid:1) (cid:1) (cid:1) (cid:1) MMORPG MMO Avatar Panoramic Oculusrift HTCvive (cid:1) (cid:1) Googlecardboard GearVR 3D 1.1 Origin of This Book Weliveatatimeofrapidadvancesinboththecapabilitiesandthecostofvirtualreality (VR),multi-uservirtualenvironments(MUVEs),andvariousformsofmixedreality (e.g.,augmentedreality(AR),tangibleinterfaces).Thesenewmediapotentiallyoffer extraordinaryopportunitiesforenhancingbothmotivationandlearningacrossarange C.J.Dede(&) HarvardGraduateSchoolofEducation,336LongfellowHall,13AppianWay, Cambridge,MA02138,USA e-mail:[email protected] URL:https://www.gse.harvard.edu/faculty/christopher-dede J.Jacobson CEO,EnterpriseVR,333LamartineSt.,JamaicaPlain,MA02130,USA e-mail:[email protected] J.Richards HarvardUniversityGraduateSchoolofEducation,13AppianWay, Cambridge,MA02138,USA e-mail:[email protected] URL:http://www.cs4ed.com J.Richards ConsultingServicesforEducation,Inc.,22FloralSt.,Newton,MA02461,USA ©SpringerNatureSingaporePteLtd.2017 1 D.Liuetal.(eds.),Virtual,Augmented,andMixedRealitiesinEducation, SmartComputingandIntelligence,DOI10.1007/978-981-10-5490-7_1

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