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3D Immersive and Interactive Learning

3D Immersive and Interactive Learning
Author: Yiyu Cai
Publisher: Springer Science & Business Media
Total Pages: 130
Release: 2013-02-12
Genre: Education
ISBN: 9814021903

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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.


Learning in 3D

Learning in 3D
Author: Karl M. Kapp
Publisher: John Wiley & Sons
Total Pages: 458
Release: 2009-12-30
Genre: Business & Economics
ISBN: 0470567759

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Praise for Learning in 3D "Learning is the key to our future and powerful learning will result from immersive, interactive, and creative 3D designs. Tony O'Driscoll and Karl Kapp have written a disruptive book about a disruptive technology that we all need to explore. This is a must read!" Elliott Masie, chair, The LearningCONSORTIUM "Karl Kapp and Tony O'Driscoll are, amazingly, both the best theorists and practitioners in using virtual worlds in every type of educational venue. Many will love their vision, but I am more hooked on their practicality and hand-holding." Clark Aldrich, author, Learning Online with Games, Simulations, and Virtual Worlds: Strategies for Online Instruction "Kapp and O'Driscoll nailed it. The right balance of case studies, theories and practical advice for any organization pursing the use of virtual worlds for learning. If you are interested in virtual worlds for learning and collaboration, this book is for you." David A. Manning, managing partner, Performance Development Group "The big contribution of Learning in 3D is that it provides research informed guidance and practical tips and techniques for using 3D virtual environments to achieve real business results...the case studies are outstanding." Lisa Clune, president, Kaplan EduNeering "As the world makes its way through a period of significant change, Learning in 3D couldn't come at a better time. Today, organizations and individuals are being challenged to make the most of learning collaboratively. This book stimulates our thinking on how to maximize the impact of technology, while providing a practical blueprint with 'revolutionary' examples of how to bring a new dimension to learning." John Malitoris, regional managing director, Duke Corporate Education "Tony O'Driscoll and Karl Kapp remind us that learning is the fourth dimension and the one that really counts in collaboration. A must-read for the future of learning in environments virtual and otherwise." Cathy Davidson, Ruth F. DeVarney Professor of English at Duke University and co-director HASTAC/MacArthur Foundation Digital Media and Learning Competition.


Digital Modeling

Digital Modeling
Author: William Vaughan
Publisher: New Riders
Total Pages: 627
Release: 2011-12-27
Genre: Computers
ISBN: 0321712641

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Professional modeling is the foundation of every aspect of the 3D production pipeline and is essential to the success of any 3D computer graphics project. [digital] Modeling is unlike any other modeling book you’ve seen—it gets to the core of what it takes to create efficient production-ready models and demystifies the process of producing realistic and jaw-dropping graphics. Taking a software-neutral approach, it teaches you the essential skills and concepts that you can apply to modeling in any industry 3D software, such as 3ds Max, LightWave 3D, Maya, Modo, Silo, XSI, ZBrush and other leading programs. Modelers, animators, texture artists, and technical directors can all benefit from the valuable information covered in this jam-packed guide containing years of industry knowledge. Simply put, if you work in 3D, you must have this book. In this inspiring and informative guide to modeling, industry veteran William Vaughan teaches you how to: Master modeling techniques to produce professional results in any 3D application Use the tools of a professional digital modeler Control your models polygon-count as well as polygon-flow Create both organic and hard surface models Understand a modeler’s role in a production environment Gain the knowledge to land a job in the industry as a digital modeler Model using specific tools such as LightWave and 3ds Max in over 6 hours of video training in the accompanying downloadable lesson files (see below for details) And much more! All of Peachpit's eBooks contain the same content as the print edition. You will find a link in the last few pages of your eBook that directs you to the media files. Helpful tips: If you are able to search the book, search for "Where are the lesson files?" Go to the very last page of the book and scroll backwards. You will need a web-enabled device or computer in order to access the media files that accompany this ebook. Entering the URL supplied into a computer with web access will allow you to get to the files. Depending on your device, it is possible that your display settings will cut off part of the URL. To make sure this is not the case, try reducing your font size and turning your device to a landscape view. This should cause the full URL to appear.


Cases on 3D Technology Application and Integration in Education

Cases on 3D Technology Application and Integration in Education
Author: Kimberely Fletcher Nettleton
Publisher:
Total Pages: 0
Release: 2013
Genre: Displays in education
ISBN: 9781466628151

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"This book highlights the use of 3D technologies in the educational environment and the future prospects of adaption and evolution beyond the traditional methods of teaching"--Provided by publisher.


3D Printing

3D Printing
Author: Stephanie Torta
Publisher:
Total Pages: 250
Release: 2018-09-30
Genre: Architecture
ISBN: 9781683922094

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This book is designed as an overview of the technology, applications, and design issues associated with the new 3D printing technology. It will be divided into three parts. Part 1 will cover a brief background of the history and evolution of 3D printing, along with their use in industry and personal consumer end. Part 2 will document three different projects from start to finish. This will show a variety of printers and what is needed before a project starts, as well as some of the pitfalls to watch out for when creating 3D prints. Part 3 will be a look ahead to how 3D printing will continue to evolve and how 3D printing is already in our pop-culture. Companion files are included with applications and examples of 3D printing. Features: * Provides an overview of the technology, applications, and design issues associated with the new 3D printing technology * Includes review questions, discussion / essay questions and "Applying What You've Learned" in every chapter * Companion files are included with projects, images, and samples of 3D printing


The 3D Learner

The 3D Learner
Author: Mira Halpert
Publisher:
Total Pages: 158
Release: 2016-06-23
Genre:
ISBN: 9781534861121

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Many smart students are struggling in school, whether they are in 1st grade or high school. Reading comprehension, homework and standardized tests are the main causes of stress. In The 3D Learner, Transform Stress to Success for Your Child, the Halperts describe how they themselves went through the process of discovering their children learned differently, and understanding the issues that needed to be addressed for their children to be successful in school and life. Terms like dyslexia, learning disability, ADHD, CAPD and others are labels that describe what is wrong, but rarely lead to positive solutions. Most smart struggling students learn differently, and have some combination of attention, eye teaming, auditory and related issues, and medication is often suggested as the main way to address attention issues. The Halperts identify students who learn differently as 3D Learners. They learn best when material is presented in a hands-on visual way. These learners often achieve success when they are taught to their strengths and their challenges are identified and addressed. Parents are given tools on how and what to look for, in order to help their child transform stress to outrageous success. Underlying issues such as attention, processing, sequencing, and memory are described in a way that parents can relate to and understand. Solutions for setting goals, communicating effectively with teachers and professionals to create a collaborative and positive environment are some of the topics described. Transforming stress to outrageous success for your child takes time and effort from all involved. Once parents understand the issues their child is experiencing, and how they can make the difference, the future will look much brighter.


Teaching and Learning in 3D Immersive Worlds

Teaching and Learning in 3D Immersive Worlds
Author: Amy Cheney
Publisher: IGI Global
Total Pages: 0
Release: 2011
Genre: Business & Economics
ISBN: 9781609605179

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"This book examines successful implementation of social constructivist instructional design tenets in 3D virtual immersive environments"--Provided by publisher.


Emerging Technologies in Virtual Learning Environments

Emerging Technologies in Virtual Learning Environments
Author: Becnel, Kim
Publisher: IGI Global
Total Pages: 348
Release: 2019-06-28
Genre: Education
ISBN: 1522579885

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The emergent phenomena of virtual reality, augmented reality, and mixed reality is having an impact on ways people communicate with technology and with each other. Schools and higher education institutions are embracing these emerging technologies and implementing them at a rapid pace. The challenge, however, is to identify well-defined problems where these innovative technologies can support successful solutions and subsequently determine the efficacy of effective virtual learning environments. Emerging Technologies in Virtual Learning Environments is an essential scholarly research publication that provides a deeper look into 3D virtual environments and how they can be developed and applied for the benefit of student learning and teacher training. This book features a wide range of topics in the areas of science, technology, engineering, arts, and math to ensure a blend of both science and humanities research. Therefore, it is ideal for curriculum developers, instructional designers, teachers, school administrators, higher education faculty, professionals, researchers, and students studying across all academic disciplines.


A 3D Visualization Teaching-Learning Trajectory for Elementary Grades Children

A 3D Visualization Teaching-Learning Trajectory for Elementary Grades Children
Author: Jacqueline Sack
Publisher: Springer
Total Pages: 48
Release: 2016-03-21
Genre: Education
ISBN: 3319297996

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This monograph describes the development and use of a 3D visualization teaching-learning trajectory for elementary age learners. Using design research principles, the authors developed this trajectory using the NCTM recommendations and the Spatial Operational Capacity (SOC) theoretical framework to guide lesson development. The SOC framework utilizes actual 3D models, 2D and abstract representations of the actual models, and, a dynamic computer interface, the Geocadabra Construction Box, which integrates these representations dynamically in real time. The work begins with describing the theoretical SOC frameworks that guided the study, the inquiry-based learning focus, the research method used, and informal pre-program interviews with participant children. The next chapter describes introductory activities used to orient the children to the 3D objects that they used throughout the program. The book then focuses on the development of abstract top-view numeric plan representations leading to representations of rectangular prisms, followed by front-side-top view representations. The last chapter shows how numeracy was integrated into the program to support the demanding official mathematics curriculum.


Virtual Reality in Education: Breakthroughs in Research and Practice

Virtual Reality in Education: Breakthroughs in Research and Practice
Author: Management Association, Information Resources
Publisher: IGI Global
Total Pages: 845
Release: 2019-04-01
Genre: Computers
ISBN: 1522581804

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Modern technology has infiltrated many facets of society, including educational environments. Through the use of virtual learning, educational systems can become more efficient at teaching the student population and break down cost and distance barriers to reach populations that traditionally could not afford a good education. Virtual Reality in Education: Breakthroughs in Research and Practice is an essential reference source on the uses of virtual reality in K-12 and higher education classrooms with a focus on pedagogical and instructional outcomes and strategies. Highlighting a range of pertinent topics such as immersive virtual learning environments, virtual laboratories, and distance education, this publication is an ideal reference source for pre-service and in-service teachers, school administrators, principles, higher education faculty, K-12 instructors, policymakers, and researchers interested in virtual reality incorporation in the classroom.