LEADER 03619nam 22006255 450 001 9911010534403321 005 20250616134518.0 010 $a981-9623-32-4 024 7 $a10.1007/978-981-96-2332-7 035 $a(CKB)39331101800041 035 $a(MiAaPQ)EBC32157305 035 $a(Au-PeEL)EBL32157305 035 $a(OCoLC)1524424275 035 $a(DE-He213)978-981-96-2332-7 035 $a(EXLCZ)9939331101800041 100 $a20250616d2025 u| 0 101 0 $aeng 135 $aur||||||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aVirtual and Augmented Reality Technology-Enhanced Learning $eResearch and Applications /$fedited by Yiyu Cai, Umesh Ramnarain, Jean Jieqiong Chen 205 $a1st ed. 2025. 210 1$aSingapore :$cSpringer Nature Singapore :$cImprint: Springer,$d2025. 215 $a1 online resource (479 pages) 225 1 $aGaming Media and Social Effects,$x2197-9693 311 08$a981-9623-31-6 327 $a1. 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. 330 $aThis book consists of chapters that present the state-of-the-art research and applications of Virtual & Augmented Reality Technology-enhanced Learning (VARTeL). The chapters of the book present a multi-facet view on different approaches to deal with challenges that surround the uptake of educational applications of mixed reality, simulations, and serious games in various practices. The different approaches highlight challenges and potential solutions and provide future directions for mixed reality, simulation, and serious games research, for the design of learning material and for implementation. By doing so, the book is a useful resource for both students and scholars interested in research in this field, for designers of learning material, and for practitioners that want to embrace mixed reality, simulation, and/or serious games in their education. 410 0$aGaming Media and Social Effects,$x2197-9693 606 $aComputational intelligence 606 $aEducational technology 606 $aUser interfaces (Computer systems) 606 $aHuman-computer interaction 606 $aComputational Intelligence 606 $aDigital Education and Educational Technology 606 $aUser Interfaces and Human Computer Interaction 615 0$aComputational intelligence. 615 0$aEducational technology. 615 0$aUser interfaces (Computer systems) 615 0$aHuman-computer interaction. 615 14$aComputational Intelligence. 615 24$aDigital Education and Educational Technology. 615 24$aUser Interfaces and Human Computer Interaction. 676 $a006.3 700 $aCai$b Yiyu$01680031 701 $aRamnarain$b Umesh$01828550 701 $aJieqiong Chen$b Jean$01828551 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9911010534403321 996 $aVirtual and Augmented Reality Technology-Enhanced Learning$94397467 997 $aUNINA