Our publication about “Learning in a Virtual Environment: Implementation and Evaluation of a VR Math-Game” is now part of the book Mobile Technologies and Augmented Reality in Open Education.
With the introduction of Google Cardboard, a combination of mobile devices, Virtual Reality (VR) and making was created. This “marriage” opened a wide range of possible, cheap Virtual Reality applications, which can be created and used by everyone. In this chapter, the potential of combining making, gaming and education is demonstrated by evaluating an implemented math-game prototype in a school by pupils aged 12-13. The aim of the virtual reality game is to solve math exercises with increasing difficulty. The pupils were motivated and excited by immerging into the virtual world of the game to solve exercises and advance in the game. The results of the evaluation were very positive and showed the high motivational potential of combining making and game-based learning and its usage in schools as educational instrument.
[Chapter @ IGI-Global]
[Draft Version @ ResearchGate]
Reference: Sternig, C., Spitzer, M., & Ebner, M. (2017). Learning in a Virtual Environment: Implementation and Evaluation of a VR Math-Game. In G. Kurubacak, & H. Altinpulluk (Eds.), Mobile Technologies and Augmented Reality in Open Education (pp. 175-199). Hershey, PA: IGI Global. doi:10.4018/978-1-5225-2110-5.ch009
Togehter with my colleague Nihat we did a book on Seamless Learning and we are quite happy now that it got published after 1,5 year hard work. Enjoy the different chapters, for sure worth to read.
Table of Content:
- A Math Training Platform to Foster Individual Learning (pages 1-26)
- Augmented Reality with Mobile and Ubiquitous Learning: Immersive, Enriched, Situated, and Seamless Learning Experiences (pages 27-41)
- Brave New Digital Tools for Action Research in Education: A Beginner’s Guide (pages 42-64)
- Designing Seamless Learning Using Role-Playing Experiences (pages 65-92)
- Education, “Pointsification,” Empowerment?: A Critical View on the Use of Gamification in Educational Contexts (pages 93-118)
- Enhancing Learning with Wearable Technologies In and Out of Educational Settings (pages 119-144)
- Exploring the Educational Potential of Internet of Things (IoT) in Seamless Learning (pages 145-159)
- How to Design a Mathematical Learning App Suitable for Children: The Myth of Digital Natives (pages 160-178)
- Is Digital Age “A Tsunami” for Distance Education?: Functional Roles of Scaffolding and Meta-Communication in Digital Learning Environment (pages 179-194)
- Learning with Social Media: A Case Study at a Latin American University (pages 195-213)
- Linking Virtual and Real-life Environments: Scrutinizing Ubiquitous Learning Scenarios (pages 214-239)
- Motivational and Ethical Issues in Seamless Learning: Use of Tablet PCs in a Mobile and Ubiquitous Technology-Enhanced Learning Context (pages 240-254)
- Social Media in Higher Education: Enriching Graduate Students’ Professional Growth Outside the Classroom (pages 255-277)
- Social Media Strategies for Seamless Learning: Approaches and Metrics (pages 278-296)
- The Adoption of Mobile Devices as Digital Tools for Seamless Learning (pages 297-324)
- Virtual Learning: Videogames and Virtual Reality in Education (pages 325-344)
[Link to the book homepage]
Reference: Şad, S. N., & Ebner, M. (2017). Digital Tools for Seamless Learning (pp. 1-398). Hershey, PA: IGI Global. doi:10.4018/978-1-5225-1692-7
Toegehter with my colleague I would like to invite you to write a contribution to our forthcoming book on “Handbook of Research on Digital Tools for Seamless Learning“:
The world is becoming a mobigital virtual space where people can learn and teach digitally anywhere and anytime. Emerging mobile technologies like wearables make the transformation even faster. In other words, more and more education is happening outside from schools or universities through technology. We as educators and scholars should ask especially for technological solutions supporting teaching and learning outside formal institutions. The book intends to offer the readers precise definitions about emerging technologies, with a strong focus on how they are/can be used for education via ground works, field studies and case studies.
If you are interested in it, please go to this website for more details: [Propose a Chapter]
Deadline is 15th of September, if you need more time let me know: [E-Mail]