Download 3D Immersive and Interactive Learning by Yiyu Cai PDF

By Yiyu Cai

3D expertise isn't new; learn on 3D began again in early Nineteen Sixties. yet in contrast to in earlier occasions, 3D expertise has now quickly entered our lifestyle from cinema to place of work to domestic. utilizing 3D for schooling is a brand new but hard job. This ebook will current numerous cutting edge efforts utilizing 3D for immersive and interactive studying masking a large spectrum of schooling together with proficient software, basic (technical) flow, and distinct wishes schooling. The booklet also will proportion event on curriculum-based 3D studying in school room environment and co-curriculum-based 3D pupil study initiatives.

The booklet is geared up as follows. bankruptcy 1 introduces the basics of 3D academic expertise and their purposes in immersive and interactive studying. bankruptcy 2 discusses using digital truth in instructing and studying of Molecular Biology. bankruptcy three provides the daVinci Lab @ River Valley highschool. bankruptcy four describes the 3D schooling improvement approach. bankruptcy five experiences the adaption 3D approach for studying profits in reduce secondary general (technical) circulation. bankruptcy 6 investigates the consequences of digital fact expertise on spatial visualization abilities. bankruptcy 7 showcases a sabbatical application for college kids to take advantage of 3D for technological know-how, expertise, Engineering and arithmetic (STEM) studying. bankruptcy eight stocks using 3D digital red dolphin to aid detailed schooling. The foreword of this booklet is written via Dr Cheah Horn Mun, Director, schooling expertise department, Ministry of schooling, Singapore.

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Andrich DA (1988) A general form of rasch’s extended logistic model for partial credit scoring. Andrich D, Sheridan B Luo G (2010) RUMM 2030. Andrich Dl, van Schoubroeck L (1989) The General Health Questionnaire: a psychometric analysis using latent trait theory. Arnold W (2006) Singapore acts as haven for stem cell research. In: The New York Times. Barry G, Van Schaik P, Macsween A, Dixon J, Martin D (2011) An investigation of user acceptance and flow experience using video capture gaming technology for exercise.

Due to copyright issues, no sample will be provided here. Modifications to the Purdue Spatial Visualization Test—Rotations have been made in order to ensure relevance to the Singaporean context. Two versions of this Purdue Spatial Visualization Test were created as pretest and posttest. In order to ensure that each of these tests has items of comparable levels of difficulty, the pretest was arranged to consist of the odd-numbered items and posttest to consist of the even-numbered items from the original 20-item Purdue Spatial Visualization Test.

Based on the conception of the item difficulty of the variable, items are designed in line with the predicted difficulty, and then data are collected and compared on the same scale with the predicted item difficulties. 6). H. N. 7). 8). This means that the spatial visualization skills of the students taught using the virtual-reality elements method was almost significantly better at the end of the experiment compared to the beginning. 9). This means that the spatial visualization skills of the students taught using the “Chalk and Talk” method were significantly better at the end of the experiment compared to the beginning.

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