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A kinet-affective learning model for experiential learning in smart ambience

Research output: Chapters, Conference Papers, Creative and Literary WorksRGC 32 - Refereed conference paper (with host publication)peer-review

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. © 2014 Springer International Publishing.
Original languageEnglish
Title of host publicationHybrid Learning: Theory and Practice
Subtitle of host publication7th International Conference, ICHL 2014, Proceedings
PublisherSpringer Verlag
Pages16-23
Volume8595 LNCS
ISBN (Print)9783319089607
DOIs
Publication statusPublished - 2014
Event7th International Conference on Hybrid Learning, ICHL 2014 - East China Normal University, Shanghai, China
Duration: 10 Aug 201412 Aug 2014

Publication series

NameLecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
Volume8595 LNCS
ISSN (Print)0302-9743
ISSN (Electronic)1611-3349

Conference

Conference7th International Conference on Hybrid Learning, ICHL 2014
PlaceChina
CityShanghai
Period10/08/1412/08/14

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