03619nam 22006255 450 991101053440332120250616134518.0981-9623-32-410.1007/978-981-96-2332-7(CKB)39331101800041(MiAaPQ)EBC32157305(Au-PeEL)EBL32157305(OCoLC)1524424275(DE-He213)978-981-96-2332-7(EXLCZ)993933110180004120250616d2025 u| 0engur|||||||||||txtrdacontentcrdamediacrrdacarrierVirtual and Augmented Reality Technology-Enhanced Learning Research and Applications /edited by Yiyu Cai, Umesh Ramnarain, Jean Jieqiong Chen1st ed. 2025.Singapore :Springer Nature Singapore :Imprint: Springer,2025.1 online resource (479 pages)Gaming Media and Social Effects,2197-9693981-9623-31-6 1. Vartel Innovation -- 2. Effectiveness of Virtual & Augmented Reality Learning Environments in Enhancing Students’ Self Efficacy -- 3. Optimizing Learning Through Game Design An Essential Role In Educational Games -- 4. Enhancing Learning In Virtual Reality: Utilizing Hand Motion Detection In Educational Games -- 5. VARTeL for STEAM Education: Qualitative and Quantitative Analysis -- 6. Virtual Reality Enabled Robotic Surgery Training Through Telesurgery -- 7. Tree Pruning Simulation and Tree Growth Modelling -- 8. Educational Metaverse For Learning Of Cpu Scheduling Algorithms In Operating Systems.This book consists of chapters that present the state-of-the-art research and applications of Virtual & Augmented Reality Technology-enhanced Learning (VARTeL). The chapters of the book present a multi-facet view on different approaches to deal with challenges that surround the uptake of educational applications of mixed reality, simulations, and serious games in various practices. The different approaches highlight challenges and potential solutions and provide future directions for mixed reality, simulation, and serious games research, for the design of learning material and for implementation. By doing so, the book is a useful resource for both students and scholars interested in research in this field, for designers of learning material, and for practitioners that want to embrace mixed reality, simulation, and/or serious games in their education.Gaming Media and Social Effects,2197-9693Computational intelligenceEducational technologyUser interfaces (Computer systems)Human-computer interactionComputational IntelligenceDigital Education and Educational TechnologyUser Interfaces and Human Computer InteractionComputational intelligence.Educational technology.User interfaces (Computer systems)Human-computer interaction.Computational Intelligence.Digital Education and Educational Technology.User Interfaces and Human Computer Interaction.006.3Cai Yiyu1680031Ramnarain Umesh1828550Jieqiong Chen Jean1828551MiAaPQMiAaPQMiAaPQBOOK9911010534403321Virtual and Augmented Reality Technology-Enhanced Learning4397467UNINA