Abstract
With the increasing development and implementation of 3D visualization and interactive media technologies in education under the auspices of game-based [1], experiential, virtual reality (VR) [2] or smart ambience [3] (defined here as a VR environment that is responsive to user’s natural motion/gesture within it) learning, students and teachers are increasingly exposed to new and unique forms of learning experiences that go beyond those possible with traditional teaching methods.
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Ip, H.H.S., Byrne, J. (2014). A Kinet-Affective Learning Model for Experiential Learning in Smart Ambience. In: Cheung, S.K.S., Fong, J., Zhang, J., Kwan, R., Kwok, L.F. (eds) Hybrid Learning. Theory and Practice. ICHL 2014. Lecture Notes in Computer Science, vol 8595. Springer, Cham. https://doi.org/10.1007/978-3-319-08961-4_3
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DOI: https://doi.org/10.1007/978-3-319-08961-4_3
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