LEADER 04187nam 22005775 450 001 9910495159803321 005 20240321233311.0 010 $a9783030722166 010 $a3030722163 024 7 $a10.1007/978-3-030-72216-6 035 $a(CKB)4100000011996794 035 $a(MiAaPQ)EBC6699019 035 $a(Au-PeEL)EBL6699019 035 $a(DE-He213)978-3-030-72216-6 035 $a(EXLCZ)994100000011996794 100 $a20210810d2021 u| 0 101 0 $aeng 135 $aurcnu|||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aCreative and Collaborative Learning through Immersion $eInterdisciplinary and International Perspectives /$fedited by Anna Hui, Christian Wagner 205 $a1st ed. 2021. 210 1$aCham :$cSpringer International Publishing :$cImprint: Springer,$d2021. 215 $a1 online resource (245 pages) 225 1 $aCreativity in the Twenty First Century,$x2364-6683 311 08$a9783030722159 311 08$a3030722155 327 $aPart 1 Immersive Learning -- Chapter 1. Creative and Collaborative Practices in Virtual Reality Immersive Environments (Denise Doyle) -- Chapter 2. Graphical Big Data: From Simulation to Immersive Visualization (Tsui KL et al.) -- Chapter 3. Design of a CAVE Immersive Visualization System for Teaching and Learning: A Case Study of Air Cargo Logistics (Choy K.L. et al) -- Chapter 4. Designing Multi-Disciplinary Interactive Virtual Environments for Next Generation Immersive Learning Experiences: Case Studies and Future Directions in Astrobiology, Anatomy and Cultural Heritage (Sarah Kenderdine et al) -- Part 2 Pedagogical Models & Impacts -- Chapter 5. Creating Immersive Learning Experiences: A Pedagogy Design Perspective (Christian Wagner, & Lili Liu) -- Chapter 6. The Relationship Among Simulation Based Learning, Creativity and Learning Approach in Higher Education (Anna Hui et al.) -- Chapter 7. Learning Through Immersion: Assessing the Learning Effectiveness (Joyce Chan and Christy Cheung) -- Chapter 8. Blended Learning Approach to Enhance Higher Order Cognitive Thinking Skills in Students (Wong et al) -- Part 3. Industrial Applications -- Chapter 9. Introducing Immersive Learning into Special Education Settings: A Comparative Review of Two Studies (Horace H S Ip and Chen Li) -- Chapter 10. Intergenerational Play Around Immersive Video Games (Sinem Siyahhan) -- Chapter 11. Augmented Reality for Immersive Learning: Lessons Learnt from Educational Entrepreneurships (Octavio Gonazlez Aguilar). Chapter 12. A Theory of Blended Knowledge And A Technology Based Approach For the Development of Creative Productive Giftedness (Joseph S. Renzulli) -- Chapter 13. Interactive Learning Environments for Motorsports Racing (Walt Scacchi). 330 $aThis book includes instructional design and practice of how immersive technology is integrated in discipline-based and interdisciplinary curriculum design. It focuses on pedagogical models and learning outcomes of immersive learning experiences and demonstrates how immersive learning can be applied in industries. This book brings scholars, researchers and educators together around an international and interdisciplinary consolidation and reflection on learning through immersion. The originality lies in how advanced technology and contemporary pedagogical models can integrate to enhance student engagement and learning effectiveness in higher education. 410 0$aCreativity in the Twenty First Century,$x2364-6683 606 $aEducation 606 $aArt$xStudy and teaching 606 $aEducation 606 $aEducation 606 $aCreativity and Arts Education 615 0$aEducation. 615 0$aArt$xStudy and teaching. 615 14$aEducation. 615 24$aEducation. 615 24$aCreativity and Arts Education. 676 $a378.17 700 $aHui$b Anna N. N.$01222742 702 $aWagner$b Christian 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910495159803321 996 $aCreative and collaborative learning through immersion$92836467 997 $aUNINA