Buch, Englisch, 288 Seiten, Format (B × H): 156 mm x 234 mm
Buch, Englisch, 288 Seiten, Format (B × H): 156 mm x 234 mm
ISBN: 978-1-041-32262-7
Verlag: Taylor & Francis Ltd
As technology and education rapidly converge, this book explores how emotional interaction and game-based systems are transforming the future of learning. By harnessing affective computing and persuasive technologies, we can create intuitive and responsive educational experiences that go beyond traditional methods.
Humans naturally react emotionally to digital artifacts. When robots or systems simulate gestures and expressions, we instinctively interpret them—enabling emotionally aware interactions that enhance communication and understanding. Games also serve as powerful tools for learning. Serious games go beyond entertainment to engage users with real-world issues, making learning immersive and impactful.
This book delves into the cutting-edge fields of Affective Learning and Serious Games, highlighting how emotional cues and immersive technologies such as virtual reality and digital twins can foster culturally sensitive and motivating learning environments. These approaches blend emotion-driven feedback with interactive simulations to enrich educational outcomes across diverse settings.
Zielgruppe
Academic and Postgraduate
Autoren/Hrsg.
Fachgebiete
- Naturwissenschaften Biowissenschaften Biowissenschaften
- Sozialwissenschaften Pädagogik Lehrerausbildung, Unterricht & Didaktik Methoden des Lehrens und Lernens
- Mathematik | Informatik EDV | Informatik Informatik Künstliche Intelligenz
- Mathematik | Informatik EDV | Informatik Professionelle Anwendung Computersimulation & Modelle, 3-D Graphik
Weitere Infos & Material
Preface. SECTION 1: AFFECTIVE LEARNING. 1. Intelligent Tutoring System using Affective Interaction. 2. The Impact of Avatars Used in Online Education on Learning Effectiveness. 3. Emotion-Driven Story Generation for Game-Based Learning in Virtual Environments. SECTION 2: AFFECTIVE INTERACTION. 4. Pet-type Artifact That Promotes Behavior Change through Emotional Expression. 5. Affective Learning in Human-Robot Interaction. 6. Observation of Students’ Behavior for Affective Learning. 7. Cross-Cultural Perspectives on Persuasive Affective Learning through Information Media. Section 3: SERIOUS GAMES. 8. Serious Games for Teaching Social Media Etiquette Through Simulated Experience. 9. Learning English Through Etymology and Animation: A New Approach for Elementary Students. 10. Experiencing the Role of a Bully: A Serious Game for Anti-Bullying Education. 11. Motivating Athletic Performance: A Throwing Training System with Immersive Feedback. 12. Enhancing Spatial Cognition in Sports Through Virtual Reality Training. 13. Game with a Purpose: Building a Visual Effect Dictionary Through Engaging Gameplay. SECTION 4: XR AND BEYOND: THE FUTURE OF LEARNING. 14. Beyond Flatland: Mixed Reality Geometry for Immersive STEM Learning. 15. Mixed Reality and Generative Art in Mathematics and Programming Education. 16. Immersive Geography Education Through Digital Twins and Virtual Reality. Conclusion.




