Search

Your search keyword '"Richter, Jonathon"' showing total 108 results

Search Constraints

Start Over You searched for: Author "Richter, Jonathon" Remove constraint Author: "Richter, Jonathon" Publication Type eBooks Remove constraint Publication Type: eBooks
108 results on '"Richter, Jonathon"'

Search Results

1. Immersive Learning Research from the Perspective of Its Researchers and Practitioners: Questionnaire Validation and Early Results from a Survey on a Conceptual Framework for the Field

2. Developing Serious Games to Improve Learning and Increase Interest in STEM Careers for Middle School Students: The Mice of Riddle Place®

3. Assessment Framework for Immersive Learning: Application and Evaluation

4. Emotional and Cognitive Empathy, Enjoyment and Ease of Use of a Virtual Reality Environment about Migration in Colombia

5. Are Students Ready to Be Immersed? Acceptance of Mobile Immersive Virtual Reality by Secondary Education Students

6. Immersive Learning Environments for Self-regulation of Learning: A Literature Review

7. Immersive Educational Recycling Assistant (ERA): Learning Waste Sorting in Augmented Reality

8. Opening the 'Black Box' of VR for Workforce Development: Investigating Learners’ Device, Usage, and Identities

9. Role of Adaptation Phase in Educational Results of Virtual Reality Communication Training for Managers

10. : An Immersive Virtual Environment for Automotive Security Exploration

11. Flood Adventures: Evaluation Study of Final Prototype

12. Evaluating the Efficacy of a Desktop Virtual Reality Field Trip for Public Outreach

13. Digitising the Cultural Landscape of North Uist

14. Work, Trade, Learn: Developing an Immersive Serious Game for History Education

15. An Immersive Laboratory Environment for a Customized Learning Experience

16. Development of a 3D Modelling Gallery Based on Virtual Reality

17. Superfrog: Comparing Learning Outcomes and Potentials of a Worksheet, Smartphone, and Tangible AR Learning Environment

18. Shifts in Student Attitudes and Beliefs About Science Through Extended Play in an Immersive Science Game

19. Access to Escape - An Immersive Game-Based Learning Experience for Accessibility Education in Virtual Reality

20. Introducing a New Technology Quality Indicator for Intervention Design in Special Education

21. Novel Behaviors of Youth in a Virtual Reality Chemistry Lab

22. A Multimodal Document Viewer in Fully Immersive Virtual Reality

23. STEAM Project Exhibition in the Metaverse for Deaf High School Students’ Affective Empowerment: The Power of Student Museum Exhibitions in Social Virtual Reality

24. Designing an AR-Based Materials Library for Higher Education: Offering a Four-Know Learning Structure for Design and Engineering Students

26. A Platform for Analyzing Students’ Behavior in Virtual Spaces on Mozilla Hubs

27. A Review of Immersivity in Distance Higher Education STEM Subjects

28. Failure Stories and Surprising Findings: Learning from When VR Did Not Work

29. Digital Twins, Metaverse, and Learning. Review and Proposal of Conceptual Framework

30. Teachers’ Experience When Using Interactive Applications with Augmented Reality Glasses

31. Trial Assessment of Online Learners’ Engagement with 360-Degree Architecture Videos

32. Framework of Pedagogic and Usability Principles for Effective Multi-user VR Learning Applications

33. Teachers’ Perceptions Towards the Use of Augmented Reality Smart Glasses in Their Teaching

34. A Portable Multi-user Cross-Platform Virtual Reality Platform for School Teaching in Malawi

35. Learning Analytics and Classroom Management in Specialized Environments: Enhancing the VR Classroom for CS Teacher Education

36. The Role of Context and Interaction When Learning With Augmented 360° Photos

37. Outdated or Not? A Case Study of How 3D Desktop VR Is Accepted Today

38. Research Agenda 2030: The Great Questions of Immersive Learning Research

39. Exploring Data Visualization in Mixed Reality Simulations to Measure Teacher Responsiveness

40. Exploring the Needs and Preferences of Autistic Users in Extended Reality: A Participatory and Human-Centered Approach

41. Investigating Children’s Immersion in a High-Embodied Versus Low-Embodied Digital Learning Game in an Authentic Educational Setting

42. Time Travel as a Visitor Experience: A Virtual Reality Exhibit Template for Historical Exploration

43. Using Cognitive Walkthrough and Hybrid Prototyping to Gather User Requirements in Early Design Virtual Reality Prototypes

44. Presence Is the Key to Understanding Immersive Learning

45. Hyper/Actual Immersiveness Scale to Evaluate Experiences in Mixed Reality Using Design Thinking

46. Immersive Virtual Environments and Learning Assessments

47. Enhancing Emotional Effectiveness of Virtual-Reality Experiences with Voice Control Interfaces

48. A Generalized Pedagogical Framework for Creating Mixed-Mode Role-Play in Multi-User Virtual Environments

49. Social Organisation and Cooperative Learning: Identification and Categorisation of Groups and Sub-Groups in Non-Cooperative Games

50. Learning Through Experiences: Accessible Fabricated Dioramas for the Visually Impaired

Catalog

Books, media, physical & digital resources