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3D Immersive and Interactive Learning (eBook)

Yiyu Cai (Herausgeber)

eBook Download: PDF
2013 | 2013
VII, 127 Seiten
Springer Singapore (Verlag)
978-981-4021-90-6 (ISBN)

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3D technology is not new; research on 3D started back in early 1960s. But unlike in previous times, 3D technology has now rapidly entered our daily life from cinema to office to home. Using 3D for education is a new yet challenging task. This book will present several innovative efforts using 3D for immersive and interactive learning covering a wide spectrum of education including gifted program, normal (technical) stream, and special needs education. The book will also share experience on curriculum-based 3D learning in classroom setting and co-curriculum-based 3D student research projects.
The book is organized as follows. Chapter 1 introduces the fundamentals of 3D educational technology and their applications in immersive and interactive learning. Chapter 2 discusses the use of virtual reality in teaching and learning of Molecular Biology. Chapter 3 presents the daVinci Lab @ River Valley High School. Chapter 4 describes the 3D education development process. Chapter 5 studies the adaption 3D system for learning gains in lower secondary normal (technical) stream. Chapter 6 investigates the effects of virtual reality technology on spatial visualization skills. Chapter 7 showcases a sabbatical program for students to use 3D for Science, Technology, Engineering and Mathematics (STEM) learning. Chapter 8 shares the use of 3D virtual pink dolphin to assist special education. The foreword of this book is written by Dr Cheah Horn Mun, Director, Education Technology Division, Ministry of Education, Singapore.

Dr Yiyu Cai is an Associate Professor with the College of Engineering and the Institute for Media Innovation, Nanyang Technological University (NTU), Singapore. He received multi-disciplinary trainings in Mathematics (BSc), Computer Graphics & Computer-aided Geometric Design (MSc), and Mechanical Engineering (Ph D). In NTU, he teaches Computer Graphics, Virtual Reality, Visualization, Computer-aided Design and Manufacturing, Computational Biology, etc.
Dr Cai has over 20 year research experience developing 3D technology and applications in engineering, medicine and education. His research has been supported by both public and private sectors. He has published over 150 papers in peer-reviewed international journals and conferences. He has also edited 5 books or journal special issues. He is associate editor for the journal Simulation and Gaming, and sits in editorial boards of several international journals. Part of his innovative and interdisciplinary research was or is being exhibited in Singapore Art Museum, Singapore Science Centre, and China National Science and Technology Museum. Dr Cai has co-organised many major international or regional conferences, and is keynote speakers or invited speakers for several international conferences. He has co-invented 5 patents granted or pending approval. He was former co-President of the International Simulation and Gaming Association.
3D technology is not new; research on 3D started back in early 1960s. But unlike in previous times, 3D technology has now rapidly entered our daily life from cinema to office to home. Using 3D for education is a new yet challenging task. This book will present several innovative efforts using 3D for immersive and interactive learning covering a wide spectrum of education including gifted program, normal (technical) stream, and special needs education. The book will also share experience on curriculum-based 3D learning in classroom setting and co-curriculum-based 3D student research projects. The book is organized as follows. Chapter 1 introduces the fundamentals of 3D educational technology and their applications in immersive and interactive learning. Chapter 2 discusses the use of virtual reality in teaching and learning of Molecular Biology. Chapter 3 presents the daVinci Lab @ River Valley High School. Chapter 4 describes the 3D education development process. Chapter 5 studies the adaption 3D system for learning gains in lower secondary normal (technical) stream. Chapter 6 investigates the effects of virtual reality technology on spatial visualization skills. Chapter 7 showcases a sabbatical program for students to use 3D for Science, Technology, Engineering and Mathematics (STEM) learning. Chapter 8 shares the use of 3D virtual pink dolphin to assist special education. The foreword of this book is written by Dr Cheah Horn Mun, Director, Education Technology Division, Ministry of Education, Singapore.

Dr Yiyu Cai is an Associate Professor with the College of Engineering and the Institute for Media Innovation, Nanyang Technological University (NTU), Singapore. He received multi-disciplinary trainings in Mathematics (BSc), Computer Graphics & Computer-aided Geometric Design (MSc), and Mechanical Engineering (Ph D). In NTU, he teaches Computer Graphics, Virtual Reality, Visualization, Computer-aided Design and Manufacturing, Computational Biology, etc. Dr Cai has over 20 year research experience developing 3D technology and applications in engineering, medicine and education. His research has been supported by both public and private sectors. He has published over 150 papers in peer-reviewed international journals and conferences. He has also edited 5 books or journal special issues. He is associate editor for the journal Simulation and Gaming, and sits in editorial boards of several international journals. Part of his innovative and interdisciplinary research was or is being exhibited in Singapore Art Museum, Singapore Science Centre, and China National Science and Technology Museum. Dr Cai has co-organised many major international or regional conferences, and is keynote speakers or invited speakers for several international conferences. He has co-invented 5 patents granted or pending approval. He was former co-President of the International Simulation and Gaming Association.

1.   Introduction to 3D Immersive and Interactive Learning1.1 Introduction1.2 Enabling Technologies for In-depth Learning in 3D Immersive and Interactive Learning Environments1.3 In-depth Learning in Immersive and Interactive Environments1.4 Conclusion2.   Use of Virtual-Reality in Teaching and Learning Molecular Biology2.1 Introduction2.2 The Research Design2.3 Results and Discussions2.4 Conclusion3.  Effects of Virtual-Reality Elements on Spatial Visualization Skills of Secondary III Students in Singapore3.1 Introduction3.2 Research Design3.3 Sample3.4 Treatment – Virtual-reality Elements3.5 Purdue Spatial Visualization Test 3.6 Conclusion4.  The Project Virtual-Reality Campuses4.1 Introduction4.2 Fundamentals of VR Technology4.3 The Design of VR Campuses Project4.4 Project Phase 1 - Development of RVHS VR Campuses4.5 Project Phase 2 - Educational Applications of VR Campuses4.6 Conclusion5.  Cultivating STEM Education Through 3D Sabbaticals5.1 Introduction5.2 The Design of 3D Sabbaticals5.3 Case Study5.4 Assessment 5.5 Conclusion 6.  A 3D Synergized Discovery and Learning Journey: A Case Study of National Junior College6.1 Introduction 6.2 The 3D Development and its Successes6.3 NJC-KSA International Science Exchange Program6.4 Conclusion7.  3D System for Learning Gains in the Lower Secondary Normal (Technical) Stream7.1 Introduction7.2 Method7.3 Results and Discussions7.4 Conclusion8.  Learning Activity System Design for Autistic Children using Virtual Pink Dolphins8.1 Introduction 8.2 Autism Spectrum Disorder8.3 Learning Difficulties with Autistic Children 8.4 Learning Activity System Design for Autistic Children using Virtual Pink Dolphins8.5 VR-enabled Technology using Virtual Pink Dolphins8.6 Conclusion

Erscheint lt. Verlag 12.2.2013
Zusatzinfo VII, 127 p.
Verlagsort Singapore
Sprache englisch
Themenwelt Schulbuch / Wörterbuch Unterrichtsvorbereitung Unterrichts-Handreichungen
Geisteswissenschaften
Informatik Grafik / Design Digitale Bildverarbeitung
Sozialwissenschaften Pädagogik Schulpädagogik / Grundschule
Sozialwissenschaften Politik / Verwaltung
Technik Elektrotechnik / Energietechnik
Schlagworte 3D Educational Technology • 3D Immersive Learning • 3D Interactive Learning • Enterprise Based Learning • Spatial Visualization • Virtual Reality Learning
ISBN-10 981-4021-90-3 / 9814021903
ISBN-13 978-981-4021-90-6 / 9789814021906
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