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Handbook of research on teaching with virtual environments and AI
Record Type:
Electronic resources : Monograph/item
Title/Author:
Handbook of research on teaching with virtual environments and AIGianni Panconesi, Maria Guida.
other author:
Panconesi, Gianni,
Published:
Hershey, Pennsylvania :IGI Global,2021.
Description:
1 online resource (xxxviii, 811 p.) :ill.
Subject:
Virtual reality in education.
Online resource:
http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/978-1-7998-7638-0
ISBN:
9781799876397$q(ebook)
Handbook of research on teaching with virtual environments and AI
Handbook of research on teaching with virtual environments and AI
[electronic resource] /Gianni Panconesi, Maria Guida. - Hershey, Pennsylvania :IGI Global,2021. - 1 online resource (xxxviii, 811 p.) :ill. - Advances in educational technologies and instructional design (AETID) book series. - Advances in educational technologies and instructional design..
Includes bibliographical references and index.
Section 1. Educational approaches to distance learning. Chapter 1. Pandemic and post-pandemic use of immersive learning technology ; Chapter 2. 3D virtual learning environment for acquisition of cultural competence: experiences of instructional designers ; Chapter 3. Educational practices resulting from digital intelligence ; Chapter 4. Creating virtual learning experiences based on engaging interactions and collaborative work in graduate programs: a cognitive analysis ; Chapter 5. Mentoring teams as a model of supporting distance teaching: the croatian example ; Chapter 6. From traditional to distance learning: chronicle of a switch from physical to virtual - using the game metaphor to understand the process ; Chapter 7. Virtual worlds, learning tools or risk for addiction?: a literature analysis in a psycho-sociological perspective ; Chapter 8. Culturally responsive pedagogy, universal design for learning, ubiquitous learning, and seamless learning: how these paradigms inform the intentional design of learner-centered online learning environments ; Chapter 9. A bioeducational approach to virtual learning environments ; Chapter 10. Journalism and communication at school inorder to form critical citizens ; Chapter 11. Effects of virtual reality learning platforms on usability and presence: immersive vs. non-immersive platform -- Section 2. A multi-modal educational perspective and virtual reality. Chapter 12.Comparing two teacher training courses for 3D game-based learning: feedback from trainee teachers ; Chapter 13. Minecraft our city, an Erasmus project in virtual world: building competences using a virtual world ; Chapter 14. Techland: neweducational paths focused on energy resources and sustainability using virtual worlds ; Chapter 15. The educational value of the escape room in virtual environments ; Chapter 16. Challenges and research in virtual worlds and augmented reality in the educational field ; Chapter 17. Non-verbal communication language in virtual worlds ; Chapter 18. Use of virtual worlds for development of social interaction skills of children with special needs ; Chapter 19. Instructional Design and 3D virtual worlds: a focus on social abilities and autism spectrum disorder ; Chapter 20. Affordances in virtual world learning communities ; Chapter 21. Prosumers building the virtual world: how a proactive use of virtual worlds canbe an effective method for educational purposes ; Chapter 22. Teaching archaeology in VR: an academic perspective -- Section 3. Artificial intelligence and its potential for improvement of society. Chapter 23. Designing intelligent tutoring systems with AI: brain-based principles for learning effectiveness ; Chapter 24. How can education use artificial intelligence?: a brief history of AI, its usages, its successes, and its problems when applied to education. ; Chapter 25. Toward the 4th agenda 2030 goal: AI support to executive functions for inclusions ; Chapter 26. VLE meets VW ; Chapter 27. Artificial intelligence and K-12: how to explain? ; Chapter 28. Computers and artificial intelligence in future education ; Chapter 29. Role of technology in using artificial intelligence to improve educational learning challenges with reference to India.
"In a world where where online and offline overlap and coincide, this book presents how digital intelligence is a key competence for the future of education and looks at how AI and other digital tools are improving the world of education"--
Mode of access: World Wide Web.
ISBN: 9781799876397$q(ebook)Subjects--Topical Terms:
237993
Virtual reality in education.
Subjects--Index Terms:
Artificial Intelligence.Index Terms--Genre/Form:
214472
Electronic books.
LC Class. No.: LB1044.87 / .H3454 2021eb
Dewey Class. No.: 371.33/468
Handbook of research on teaching with virtual environments and AI
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Handbook of research on teaching with virtual environments and AI
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Gianni Panconesi, Maria Guida.
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Hershey, Pennsylvania :
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IGI Global,
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2021.
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1 online resource (xxxviii, 811 p.) :
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ill.
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Advances in educational technologies and instructional design (AETID) book series
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Section 1. Educational approaches to distance learning. Chapter 1. Pandemic and post-pandemic use of immersive learning technology ; Chapter 2. 3D virtual learning environment for acquisition of cultural competence: experiences of instructional designers ; Chapter 3. Educational practices resulting from digital intelligence ; Chapter 4. Creating virtual learning experiences based on engaging interactions and collaborative work in graduate programs: a cognitive analysis ; Chapter 5. Mentoring teams as a model of supporting distance teaching: the croatian example ; Chapter 6. From traditional to distance learning: chronicle of a switch from physical to virtual - using the game metaphor to understand the process ; Chapter 7. Virtual worlds, learning tools or risk for addiction?: a literature analysis in a psycho-sociological perspective ; Chapter 8. Culturally responsive pedagogy, universal design for learning, ubiquitous learning, and seamless learning: how these paradigms inform the intentional design of learner-centered online learning environments ; Chapter 9. A bioeducational approach to virtual learning environments ; Chapter 10. Journalism and communication at school inorder to form critical citizens ; Chapter 11. Effects of virtual reality learning platforms on usability and presence: immersive vs. non-immersive platform -- Section 2. A multi-modal educational perspective and virtual reality. Chapter 12.Comparing two teacher training courses for 3D game-based learning: feedback from trainee teachers ; Chapter 13. Minecraft our city, an Erasmus project in virtual world: building competences using a virtual world ; Chapter 14. Techland: neweducational paths focused on energy resources and sustainability using virtual worlds ; Chapter 15. The educational value of the escape room in virtual environments ; Chapter 16. Challenges and research in virtual worlds and augmented reality in the educational field ; Chapter 17. Non-verbal communication language in virtual worlds ; Chapter 18. Use of virtual worlds for development of social interaction skills of children with special needs ; Chapter 19. Instructional Design and 3D virtual worlds: a focus on social abilities and autism spectrum disorder ; Chapter 20. Affordances in virtual world learning communities ; Chapter 21. Prosumers building the virtual world: how a proactive use of virtual worlds canbe an effective method for educational purposes ; Chapter 22. Teaching archaeology in VR: an academic perspective -- Section 3. Artificial intelligence and its potential for improvement of society. Chapter 23. Designing intelligent tutoring systems with AI: brain-based principles for learning effectiveness ; Chapter 24. How can education use artificial intelligence?: a brief history of AI, its usages, its successes, and its problems when applied to education. ; Chapter 25. Toward the 4th agenda 2030 goal: AI support to executive functions for inclusions ; Chapter 26. VLE meets VW ; Chapter 27. Artificial intelligence and K-12: how to explain? ; Chapter 28. Computers and artificial intelligence in future education ; Chapter 29. Role of technology in using artificial intelligence to improve educational learning challenges with reference to India.
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Game-Based Learning.
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Instructional Design.
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Learner-Centered Online Learning.
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Media Worlds.
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Online Learning.
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Virtual and Augmented Reality.
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Virtual Environments.
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Guida, Maria,
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http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/978-1-7998-7638-0
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1圖書
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EB LB1044.87 .H3454 2021eb 2021
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Multimedia
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http://services.igi-global.com/resolvedoi/resolve.aspx?doi=10.4018/978-1-7998-7638-0
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