A Conceptual Framework for VR in Education.- Part One: Frameworks for Design.- Implicit Learning through Embodiment in Immersive Virtual Reality.- Authenticity in Immersive Design.- The Immersive Power of Social Interaction.- Assessment for Learning in Immersive Environments.- Infrastructures for VR/AR in the Classroom.- Part Two: Case Studies of Immersive Media for Learning.- Virtual Reality as an Immersive Medium for Authentic Simulations: The Case of EcoMUVE.- Systems to Support Co-Creative Collaboration in Mixed Reality Environments.- Massively Multiplayer Online Roleplaying Games and Virtual Reality Combine for Learning.- Embodied Education in Mixed and Mediated Realities: Some Results and Principles for Content Design.- Preparing Students for Future Learning with Mixed Reality Interfaces.- Part Three: Next Steps for the Field.- A Bibliometric Analysis of Virtual Reality related Research in Education: Current Status, Opportunities, and Future Prospects.- Reconstruction of Virtual Reality Environments based on Script.- Conclusion: Developing a Research Agenda for the Field.
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