Innovative Approaches in Higher Education: An Introduction to Using Immersive Interfaces
ISBN: 978-1-78190-240-0, eISBN: 978-1-78190-241-7
Publication date: 22 November 2012
Abstract
The chapters in this book focus on three main areas of innovation in teaching and learning in higher education today: virtual worlds, gaming, and simulation. Advancements in both digital technologies and learning theories are transforming the way we teach and learn and those advancements are refining our views of what it means to learn in the contemporary post-industrial age. Both individually and collectively, immersive technologies have become more popular as educational tools across a range of disciplines as a means for educators to engage students more deeply in the learning process. Biggs (2003) advocates deep learning – learning that entails active and devoted engagement with rigorous, high-quality learning activities that is also enjoyable and interesting for the learner.
Citation
Blessinger, P. and Wankel, C. (2012), "Innovative Approaches in Higher Education: An Introduction to Using Immersive Interfaces", Wankel, C. and Blessinger, P. (Ed.) Increasing Student Engagement and Retention Using Immersive Interfaces: Virtual Worlds, Gaming, and Simulation (Cutting-Edge Technologies in Higher Education, Vol. 6 Part C), Emerald Group Publishing Limited, Leeds, pp. 3-14. https://doi.org/10.1108/S2044-9968(2012)000006C003
Publisher
:Emerald Group Publishing Limited
Copyright © 2012, Emerald Group Publishing Limited