STEM Learning in Extended Reality: Research, Design, and Examples (Synthesis Lectures on Engineering, Science, and Technology) - Hardcover

Rivera, Ferdinand

 
9783031789724: STEM Learning in Extended Reality: Research, Design, and Examples (Synthesis Lectures on Engineering, Science, and Technology)

Inhaltsangabe

This book synthesizes findings from recent and ongoing research on the use of Extended Reality (XR) to support learning of STEM content. XR is slowly being introduced in classrooms due to significant changes in XR technology. These tools were historically costly, unfriendly, and developed only for gamers. Today, XR tools are able to enhance students’ immersive experiences in such settings. In classrooms, in particular, they provide learners with an opportunity to manipulate abstract objects as if they are physical objects. The book begins with an extensive and detailed description and evaluation of the impact of various XR interventions on learning and engagement in STEM classrooms. The author then concludes with theoretical frameworks for investigating learning in computer- immersive contexts and practical implications for effectively using XR tools to learn STEM.

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Über die Autorin bzw. den Autor

Ferdie Rivera, Ph.D., is a Professor in the Department of Mathematics and Statistics and Director of the Ed.D. Educational Leadership Program  at San Jose State University, USA. He conducts research in school- and university-based math cognition and, in particular,  investigates issues involving mathematical knowledge construction and development among learners. His interventions follow design-based research protocols that allow for empirical engagement in continuous cycles of development, testing, and refinement on the basis of how learners interact with learning tools in both individual and collaborative learning contexts. He has published significantly in the area of structural thinking in mathematics. His current research involves the development and scaling of virtual reality apps for learning mathematics in classrooms.

Von der hinteren Coverseite

This book synthesizes findings from recent and ongoing research on the use of Extended Reality (XR) to support the learning of and engagement with STEM content. XR is slowly being introduced in classrooms due to significant changes in XR technology. These tools were historically costly, unfriendly, and developed only for gamers. Today, XR tools are able to enhance students’ immersive experiences in such settings. In STEM classrooms, in particular, they provide learners with an opportunity to manipulate abstract objects as if they are physical objects. The book begins with an embodied, embedded, extended, and enactive cognitive (4E) perspective in making sense of various XR apps that support STEM learning, followed by an extensive review of related research in XR and STEM and a detailed description of products from recent work in mathematics, science, and engineering.  Various XR interventions on learning and engagement in STEM classrooms are analyzed from both the 4E perspective and the proposed framework for designing XR apps for learning in STEM contexts.

In addition, this book:

  • Introduces readers to relevant XR technology and language for learning and learning environments
  • Provides a comprehensive review of existing research in XR and STEM learning
  • Offers research-derived recommendations for best practices in implementing XR technologies in STEM classrooms

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