Cutting-Edge Technologies in Higher Education
ISBN: 978-1-78190-240-0, eISBN: 978-1-78190-241-7
ISSN: 2044-9968
Publication date: 22 November 2012
Citation
(2012), "Cutting-Edge Technologies in Higher Education", 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, p. ii. https://doi.org/10.1108/S2044-9968(2012)000006C018
Publisher
:Emerald Group Publishing Limited
Copyright © 2012, Emerald Group Publishing Limited
- Increasing Student Engagement and Retention using Immersive Interfaces: Virtual Worlds, Gaming, and Simulation
- Cutting-Edge Technologies in Higher Education
- Cutting-Edge Technologies in Higher Education
- Copyright Page
- List of Contributors
- Innovative Approaches in Higher Education: An Introduction to Using Immersive Interfaces
- Learner Engagement in the use of Individual and Collaborative Serious Games
- Strategies for Designing Engaging E-learning Instructions: Know your Learners’ Need
- Game Mechanics for Classroom Engagement
- Increasing Student Engagement using Client-Based Peer Assessment in Multi-Role, Whole-Enterprise Simulations
- Bringing the Classroom to Life: Using Virtual Worlds to Develop Teacher Candidate Skills
- Engaging Chinese Students and Enhancing Leadership Development through Virtual Simulation: A Cross-Cultural Perspective
- Engagement in an Online Video Simulation in Educational Leadership
- Augmenting Engagement: Augmented Reality in Education
- Bolstering Student Hands-On Experience Through the Use of Virtualization
- Use of Open Source Software and Virtualization in Academia to Enhance Higher Education Everywhere
- Active Learning in a Robotics Laboratory with University Students
- Utilising the Virtual Learning Environment to Encourage Faculty Reflection and Improve the Student Learning Experience
- About the Authors
- Index