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Learning and Collaboration Technologies. Human and Technology Ecosystems

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Cover of 'Learning and Collaboration Technologies. Human and Technology Ecosystems'

Table of Contents

  1. Altmetric Badge
    Book Overview
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    Chapter 1 Sign Language Interactive Learning - Measuring the User Engagement
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    Chapter 2 Co-design for a Competency Self-assessment Chatbot and Survey in Science Education
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    Chapter 3 Use of an Emotional Chatbot for the Analysis of a Discussion Forum for the Improvement of an E-Learning Platform
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    Chapter 4 Compare Differences of Communication and Creativity Between Different Team Composition and Using Different Conceptual Analysis Integrational Tools
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    Chapter 5 Development of a Visualization System to Analyze Student-Teacher Conversations
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    Chapter 6 Voice Interaction for Training: Opportunities, Challenges, and Recommendations from HCI Perspective
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    Chapter 7 Abstract Thinking Description System for Programming Education Facilitation
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    Chapter 8 Supporting Student-Teacher Interaction Through a Chatbot
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    Chapter 9 A Conversational Agent as Facilitator: Guiding Groups Through Collaboration Processes
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    Chapter 10 Anti-procrastination Online Tool for Graduate Students Based on the Pomodoro Technique
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    Chapter 11 Semantically Annotated Learning Media for Reduced Cognitive Load
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    Chapter 12 Learner’s Mental State Estimation with PC Built-in Camera
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    Chapter 13 Virtual Reality as a Stress Reduction Measure – Chilling Out on the Beach in My Living Room
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    Chapter 14 Brain Activation in Virtual Reality for Attention Guidance
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    Chapter 15 Visualizing Students’ Eye Movement Data to Understand Their Math Problem-Solving Processes
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    Chapter 16 A Co-design Approach for the Development and Classroom Integration of Embodied Learning Apps
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    Chapter 17 Play to Learn! Nurturing Fundamental Digital Skills of Romanian Preschoolers by Developing Edutainment Applications
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    Chapter 18 Teachers’ Adoption of Embodied Learning Digital Games with an Inclusive Education Approach: Lessons Learnt from the INTELed Project in Spain
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    Chapter 19 Do Individual Differences Modulate the Effect of Agency on Learning Outcomes with a Serious Game?
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    Chapter 20 Agency Affects Learning Outcomes with a Serious Game
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    Chapter 21 Experiential Learning and STEM in Modern Education: Incorporating Educational Escape Rooms in Parallel to Classroom Learning
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    Chapter 22 EDUGAME4CITY. A Gamification for Architecture Students. Viability Study Applied to Urban Design
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    Chapter 23 GAME4CITY. Gamification for Citizens Through the Use of Virtual Reality Made Available to the Masses. Viability Study in Two Public Events
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    Chapter 24 StickAndClick – Sticking and Composing Simple Games as a Learning Activity
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    Chapter 25 Facilitating Ideation and Knowledge Sharing in Workplaces: The Design and Use of Gamification in Virtual Platforms
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    Chapter 26 Immersive Telepresence Framework for Remote Educational Scenarios
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    Chapter 27 Web-based Teleoperation System for Learning of 3D Prototype Designing and Printing
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    Chapter 28 Building STEM Capability in a Robotic Arm Educational Competition
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    Chapter 29 Using Virtual Reality Simulations to Encourage Reflective Learning in Construction Workers
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    Chapter 30 First-Person Perspective Physics Learning Platform Based on Virtual Reality
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    Chapter 31 Telepresence Robots and Their Impact on Human-Human Interaction
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    Chapter 32 3D Hologram Learning Kit Development for Elementary Education
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    Chapter 33 Does Immersive VR Increase Learning Gain When Compared to a Non-immersive VR Learning Experience?
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    Chapter 34 Fabric Robotics - Lessons Learned Introducing Soft Robotics in a Computational Thinking Course for Children
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    Chapter 35 Preschool Safety Education with Digital Media-Based Learning Application – Kinder
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    Chapter 36 Let’s Learn! An Initial Guide on Using Drones to Teach STEM for Children
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    Chapter 37 Using Arduino in Service Learning to Engage Pre-service STEM Teachers into Collaborative Learning
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    Chapter 38 Teaching STEM Competencies Through an Educational Mobile Robot
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    Chapter 39 The Use of Augmented Reality for Solving Arithmetic Problems for Preschool Children
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    Chapter 40 Towards an Information Security Awareness Maturity Model
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    Chapter 41 Who Knows What in My Team? – An Interactive Visualization-Based Instrument for Developing Transactive Memory Systems in Teams
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    Chapter 42 Proactive Smart City Interactions
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    Chapter 43 An Authoring Platform for CSCL Script Definition
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    Chapter 44 Utilizing Context Effects of Banner Ads for Conversion Rate Optimization
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    Chapter 45 Exploiting the Human Factor: Social Engineering Attacks on Cryptocurrency Users
Attention for Chapter 33: Does Immersive VR Increase Learning Gain When Compared to a Non-immersive VR Learning Experience?
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Chapter title
Does Immersive VR Increase Learning Gain When Compared to a Non-immersive VR Learning Experience?
Chapter number 33
Book title
Learning and Collaboration Technologies. Human and Technology Ecosystems
Published by
Springer, Cham, July 2020
DOI 10.1007/978-3-030-50506-6_33
Book ISBNs
978-3-03-050505-9, 978-3-03-050506-6
Authors

Khadija Mahmoud, Isaac Harris, Husam Yassin, Thomas J. Hurkxkens, Omar K. Matar, Nitesh Bhatia, Irene Kalkanis, Mahmoud, Khadija, Harris, Isaac, Yassin, Husam, Hurkxkens, Thomas J., Matar, Omar K., Bhatia, Nitesh, Kalkanis, Irene

X Demographics

X Demographics

The data shown below were collected from the profiles of 6 X users who shared this research output. Click here to find out more about how the information was compiled.
Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 51 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Unknown 51 100%

Demographic breakdown

Readers by professional status Count As %
Student > Bachelor 9 18%
Student > Ph. D. Student 5 10%
Student > Master 4 8%
Professor 4 8%
Student > Doctoral Student 3 6%
Other 12 24%
Unknown 14 27%
Readers by discipline Count As %
Social Sciences 7 14%
Computer Science 5 10%
Engineering 4 8%
Medicine and Dentistry 3 6%
Design 3 6%
Other 13 25%
Unknown 16 31%