Interactive Multimedia Technology in Learning: Integrating Multimodality, Embodiment, and Composition for Mixed-Reality Learning Environments

2017 ◽  
pp. 659-690
Author(s):  
David Birchfield ◽  
Harvey Thornburg ◽  
M. Colleen Megowan-Romanowicz ◽  
Sarah Hatton ◽  
Brandon Mechtley ◽  
...  
2021 ◽  
Vol 4 (4) ◽  
pp. 605-623
Author(s):  
Tarık Talan

Augmented reality applications in STEM education have increasing importance in recent years and it draws attention that scientific studies on this subject have gained momentum in the literature. The purpose of this research is to conduct a bibliometric analysis of studies on the use of augmented reality applications in STEM education in the literature. The Web of Science database has been used to collect the data. A total of 741 studies were accessed by going through various screening processes for the research. Content analysis and bibliometric analysis have been used in the analysis of the data. In the research, the distribution of publications by years and countries and the most published authors, journals, and countries were accessed. As a result of the research, in terms of the institutions with which the authors work, "National Taiwan University of Science Technology" ranked near the top for the number of citations and "National Taiwan Normal University" ranked near the top for the number of publications as the most productive institutions. It has been detected that "Wu, H. –K." and "Chang, H. –Y" are the most effective and productive researchers. According to the analysis conducted in the context of journals, "Computers Education" and "Interactive Learning Environments" have been the journals that contributed the most to this subject. As a result of the analysis, it was found that the co-authorship network structure is predominant in England and Spain. Concepts that become apparent in clusters in co-occurrences analysis are "augmented reality", "virtual reality", "mobile learning", "science education" and "mixed reality".


Author(s):  
Ugo Barchetti ◽  
Alberto Bucciero ◽  
Luca Mainetti

The focus of this chapter is the design of a solution for Computer-Supported Cooperative Learning (CSCL) that is able to connect both stationary and mobile users in live shared-learning sessions. The authors started from experiences that were mainly technology-driven to arrive at the development of two subsystems, OpenWebTalk and MobileWebTalk, that build, flexibly and simply, mixed reality environments in which users cooperate to perform the same learning task. From these experiences, the authors argue that heterogeneous learning environments (stationary and mobile) can only be really effective if they are designed from a unique abstract model. Therefore the challenge is to derive a conceptual model to describe a collaborative learning session that can be deployed in different devices.


Author(s):  
S. Manjit Sidhu

Student in today’s undergraduate level classrooms often display widely varying characteristics that extremely affect learning outcome. Although student characteristics have been widely studied in the more traditional teaching and learning environments, educators have just begun exploring the applications in interactive multimedia and its associated technological techniques. This article first describes some pedagogical characteristics that could affect students in their learning and than discuss some student learning styles.


Author(s):  
Claus Pahl

Learning is more than knowledge acquisition; it often involves the active participation of the learner in a variety of knowledge- and skills-based learning and training activities. Interactive multimedia technology can support the variety of interaction channels and languages required to facilitate interactive learning and teaching. A conceptual architecture for interactive educational multimedia can support the development of such multimedia systems. Such an architecture needs to embed multimedia technology into a coherent educational context. A framework based on an integrated interaction model is needed to capture learning and training activities in an online setting from an educational perspective, to describe them in the human-computer context, and to integrate them with mechanisms and principles of multimedia interaction.


Author(s):  
Muhammad Suhairi ◽  
Moch. Asmawi ◽  
James Tangkudung ◽  
Achmad Sofyan Hanif ◽  
Firmansyah Dlis

<p class="0keywords"><strong>—</strong><em> </em>SMASH's skill is a technique that can be done by a person in a hard swooping towards your opponent to produce numbers. Interactive multimedia technology is expected to be a guideline for athletes in looking at more variation models of SMASH. The aim of development research is to produce an interactive multimedia volleyball playing skill training model. The method used in this research is development research design by Borg and Gall. The approach used in this study is a qualitative and quantitative approach. This study is hoped to improve volleyball skills by looking at the interactive multimedia volleyball playing practice model. This study concludes that interactive multimedia-based volleyball skill playing model can be used in the actual application of exercises.</p>


2006 ◽  
Vol 30 (1) ◽  
pp. 20-28 ◽  
Author(s):  
Zhigeng Pan ◽  
Adrian David Cheok ◽  
Hongwei Yang ◽  
Jiejie Zhu ◽  
Jiaoying Shi

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