
Increasing Student Engagement and Retention Using Immersive Interfaces
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- FRONT COVER
- INCREASING STUDENT ENGAGEMENT AND RETENTION USING IMMERSIVE INTERFACES: VIRTUAL WORLDS, GAMING, AND SIMULATION
- COPYRIGHT PAGE
- CONTENTS
- LIST OF CONTRIBUTORS
- PART I - ADOPTION OF IMMERSIVE INTERFACES: VIRTUAL WORLDS, GAMING, AND SIMULATION
- INNOVATIVE APPROACHES IN HIGHER EDUCATION: AN INTRODUCTION TO USING IMMERSIVE INTERFACES
- INTRODUCTION
- ADOPTION PRINCIPLES
- APPLICATION BENEFITS
- THEORETICAL FRAMING
- TECHNOLOGY
- CHAPTER OVERVIEWS
- CONCLUSION
- REFERENCES
- LEARNER ENGAGEMENT IN THE USE OF INDIVIDUAL AND COLLABORATIVE SERIOUS GAMES
- THE LEARNERS' ENGAGEMENT
- LEARNING ACTIVITIES SITUATIONS PROMOTING LEARNERS' ENGAGEMENT
- LEARNERS' ENGAGEMENT IN INDIVIDUAL USE OF SG
- LEARNERS' ENGAGEMENT IN COLLABORATIVE USE OF SG
- COMPETITION IN MULTI-PLAYER SG
- INTRAGROUP COOPERATION AND INTERGROUP COMPETITION
- PLAYING AGAINST OTHER GROUPS
- THE EFG CASE: ANALYSIS OF LEARNERS' INDIVIDUAL AND COLLABORATIVE ENGAGEMENT
- TECHNOLOGY SUPPORTING INTRAGROUP INTERDEPENDENCE
- TECHNOLOGY SUPPORTING INTER-INDIVIDUAL AND INTERGROUP COMPETITION
- PRACTITIONERS' RECOMMENDATIONS FOR INCREASING THE LEARNER ENGAGEMENT IN THE USE OF SG
- REFERENCES
- STRATEGIES FOR DESIGNING ENGAGING E-LEARNING INSTRUCTIONS: KNOW YOUR LEARNERS' NEED
- INTRODUCTION
- WHAT MOTIVATES AND ENGAGES LEARNERS: TRANSFERRING KNOWLEDGE FROM COMPUTER GAMES DESIGN
- UNDERSTANDING LEARNERS' MOTIVATION AND ENGAGEMENT
- THE STUDY
- FINDINGS
- FINDINGS AND DISCUSSION
- EXCITEMENT
- WARM RELATIONSHIP WITH OTHERS
- SENSE OF ACCOMPLISHMENT
- LIMITATIONS OF THE STUDY
- STRATEGIES FOR DESIGNING ENGAGING E-LEARNING INSTRUCTIONS: INTEGRATING THE VALUE DIMENSION TO THE EXISTING BODY OF KNOWLEDGE
- EXCITEMENT
- WARM RELATIONSHIP WITH OTHERS
- SENSE OF ACCOMPLISHMENT
- CONCLUSION
- REFERENCES
- PART II - APPLICATION OF IMMERSIVE INTERFACES: VIRTUAL WORLDS, GAMING, AND SIMULATION
- GAME MECHANICS FOR CLASSROOM ENGAGEMENT
- INTRODUCTION
- SETTING THE STAGE: EMERGING TECHNOLOGIES, APPROACHES, AND ROUTES TO ACCEPTANCE
- A THEORETICAL FOUNDATION AND SOME PRINCIPLES OF SLA
- CONCLUSION
- REFERENCES
- INCREASING STUDENT ENGAGEMENT USING CLIENT-BASED PEER ASSESSMENT IN MULTI-ROLE, WHOLE-ENTERPRISE SIMULATIONS
- INTRODUCTION
- SIMULATIONS AND PEER ASSESSMENT FOR STUDENT ENGAGEMENT
- WHOLE-ENTERPRISE SIMULATIONS AND PEER ASSESSMENT TO LEARN COMPETITIVE ANALYSIS
- CONCLUSION AND LIMITATIONS
- CONCLUSION
- REFERENCES
- BRINGING THE CLASSROOM TO LIFE: USING VIRTUAL WORLDS TO DEVELOP TEACHER CANDIDATE SKILLS
- INTRODUCTION
- PREPARING FUTURE EDUCATORS
- POTENTIAL OF VIRTUAL WORLDS
- EXISTING SIMULATIONS FOR TEACHER CANDIDATE TRAINING
- CREATION OF SETON HALL'S SIMULATION
- METHODOLOGY
- DISCUSSION
- NEXT STEPS
- SECOND LIFE RESOURCES
- ACKNOWLEDGMENTS
- REFERENCES
- ENGAGING CHINESE STUDENTS AND ENHANCING LEADERSHIP DEVELOPMENT THROUGH VIRTUAL SIMULATION: A CROSS-CULTURAL PERSPECTIVE
- INTRODUCTION
- LOCAL LEARNING CONTEXT: THE UNIVERSITY OF GREENWICH BUSINESS SCHOOL
- FACILITATING ENGAGEMENT AND ENHANCING LEADERSHIP DEVELOPMENT THROUGH SIMULATION
- CHALLENGES OF ENGAGING CHINESE STUDENTS IN THE UNITED KINGDOM
- LANGUAGE BARRIER
- CULTURAL BARRIER
- CONFUCIAN TEACHER-CENTERED PARADIGM
- CONFUCIAN MEMORY-BASED ROTE LEARNING
- ENGAGING CHINESE STUDENTS WITH VLEADER
- FROM TEACHER-CENTERED TO STUDENT-CENTERED
- FINAL REMARKS
- REFERENCES
- ENGAGEMENT IN AN ONLINE VIDEO SIMULATION IN EDUCATIONAL LEADERSHIP
- TOWARD THE CREATION OF EFFECTIVE SETTINGS
- DIGITAL GAMES AND LEARNING
- CREATING SETTINGS FOR EFFECTIVE LEARNING
- STRUCTURE OF THIS SIMULATION: ENGAGEMENT AND EFFECTIVE LEARNING
- PROXIMATE INDICATORS OF SUCCESS
- ADVANTAGES OF THE ONLINE FORMAT
- CONCLUSION
- ACKNOWLEDGMENT
- REFERENCES
- AUGMENTING ENGAGEMENT: AUGMENTED REALITY IN EDUCATION
- INTRODUCTION
- OVERVIEW OF AUGMENTED REALITY
- AUGMENTED REALITY EDUCATION
- COGNITIONS AND LEARNING
- RESEARCH AND ISSUES
- THE FUTURE
- CONCLUSION
- REFERENCES
- BOLSTERING STUDENT HANDS-ON EXPERIENCE THROUGH THE USE OF VIRTUALIZATION
- INTRODUCTION
- CONCLUSION
- ACKNOWLEDGMENTS
- REFERENCES
- APPENDIX A. SPECIFIC COURSE LISTINGS
- USE OF OPEN SOURCE SOFTWARE AND VIRTUALIZATION IN ACADEMIA TO ENHANCE HIGHER EDUCATION EVERYWHERE
- INTRODUCTION
- VIRTUALIZATION
- ADDING AND EXPANDING CAPABILITIES WITH LINUX
- DESIGN COLLABORATION WITH LINUX
- THE OPEN SOURCE LEARNING MANAGEMENT SYSTEM
- REVIEW OF VIRTUAL WORLDS IN THE CLASSROOM
- UTILIZATION OF VIRTUAL WORLDS IN ACADEMIA
- FINAL REMARKS
- ACKNOWLEDGMENTS
- REFERENCES
- ACTIVE LEARNING IN A ROBOTICS LABORATORY WITH UNIVERSITY STUDENTS
- INTRODUCTION
- EDUCATIONAL ROBOTICS RESEARCH
- ROBOTICS LABORATORIES: AIMS AND PERSPECTIVES
- LEGO® MINDSTORMS® KIT
- THE CASE STUDY
- DISCUSSION
- FINAL REMARKS
- REFERENCES
- UTILISING THE VIRTUAL LEARNING ENVIRONMENT TO ENCOURAGE FACULTY REFLECTION AND IMPROVE THE STUDENT LEARNING EXPERIENCE
- INTRODUCTION
- CRITICISMS OF STUDENT EVALUATIONS OF TEACHING
- DEVELOPING A FORMATIVE FEEDBACK SYSTEM
- SETTING UP STUDENT EVALUATIONS OF TEACHING THROUGH THE VIRTUAL LEARNING ENVIRONMENT
- PHASE ONE: FACULTY PERSPECTIVE ON UTILISING THE VIRTUAL LEARNING ENVIRONMENT TO RECEIVE FEEDBACK
- PHASE TWO: STUDENT PERSPECTIVES ON UTILISING THE VIRTUAL LEARNING ENVIRONMENT FOR PROVIDING FEEDBACK
- PHASE THREE: IMPROVING THE LEARNING EXPERIENCE THROUGH FACULTY REFLECTIVE PRACTICE
- PHASE FOUR: STUDENT REACTION TO IMPROVED TEACHING QUALITY
- SUMMARY
- NOTE
- ACKNOWLEDGEMENTS
- REFERENCES
- ABOUT THE AUTHORS
- INDEX
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