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Main Authors: Branch, Robert Maribe, Ed., Lee, Hyewon, Ed., Tseng, Sheng Shiang, Ed.
Format: Recurso educativo Open Access
Language:en
Published: 2019
Subjects:
Online Access:https://eric.ed.gov/?id=ED600543
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author Branch, Robert Maribe, Ed.
Lee, Hyewon, Ed.
Tseng, Sheng Shiang, Ed.
author_facet Branch, Robert Maribe, Ed.
Lee, Hyewon, Ed.
Tseng, Sheng Shiang, Ed.
Branch, Robert Maribe, Ed.
Lee, Hyewon, Ed.
Tseng, Sheng Shiang, Ed.
collection Education Resources Information Center
contents Educational Media and Technology Yearbook, Volume 42 Branch, Robert Maribe, Ed. Lee, Hyewon, Ed. Tseng, Sheng Shiang, Ed. Educational Technology Technology Uses in Education Computer Simulation Technology Integration Electronic Learning Critical Literacy Affordances Learner Engagement Educational Change Interaction Medical Students Video Technology Computer Games Instructional Design Library Services College Faculty Graduate Study Foreign Countries Professional Associations Educational Media This is Volume 42 of the "Educational Media and Technology Yearbook." For the past 40 years, the Yearbook has contributed to the field of Educational Technology in presenting contemporary topics, ideas, and developments regarding diverse technology tools for educational purposes. This Yearbook has inspired researchers, practitioners, and teachers to consider how to develop technological designs and develop curricula and instruction integrating technology to enhance student learning, teach diverse populations across levels with effective technology integration, and apply technology in interactive ways to motivate students to engage in course content. Part One of this updated volume, "Trends and Issues in Learning, Design, and Technology," presents: (1) Issues and Trends in Instructional Technology: Access to Mobile Technologies, Digital Content, and Online Learning Opportunities Continues as Spending on IT Remains Steady (Abbie Brown and Tim Green); (2) Second Thoughts: Understanding the Impact and Appropriate Use and Non-use of Technologies (Brad Hokanson and Amie Norden); (3) Enhancing Student Critical Literacy through Social Annotations (Yu-Tien Huang, Shu-Min Shih, and Sheng Shiang Tseng); and (4) 2019 Scholarship Rankings (Rick West and Robert Bodily). In addition, Volume 42 features the Virtual Reality (VR) and Augmented Reality (AR) research and educational use cases, organized and coordinated by Vivienne and David. This section provides evidence that the affordances of AR, VR, and mixed reality, defined as an immersive multi-platform experience reality (XR), have begun to make indelible changes in teaching and learning in the United States. XR's recent developments stimulated the editors to propose a special edition to mark the interoperability of immersive technology to push the boundaries of human curiosity, creativity, and problem solving. After years of incremental development, XR has reached a critical level of investment, infrastructure, and emerging production. The chapters included in Part Two illustrate how XR can push user inquiry, engagement, learning, and interactivity to new levels within physical and digital contexts. Part Two includes: (1) Introduction (V. J. McClendon and David R. Squires); (2) The Immersive Experience: How Virtual Reality Can Support Student Learning (Colin P. Saunders and Jennifer A. Bennett); (3) The Effects of a VR Intervention on Career Interest, Empathy, Communication Skills, and Learning with Second-Year Medical Students (Erin Washington and Carrie Shaw); (4) Sensory Worlds: Emotional Geography and Human-Centered Design in 360° VR Ethnographic Videos (R. Scott Wilson); (5) Accessing the Pokélayer: Augmented Reality and Fantastical Play in "Pokémon Go" (Lucas J. Jensen, Keri D. Valentine, and Joshua P. Case); (6) Visualization of Molecular Structures Using Augmented Reality (Domhnall OShaughnessy); (7) Instructional Designs and Educational Technologies Within Augmented Reality Transmedia Storytelling: IDET ARTS (David R. Squires); (8) VR as Library Technology: Early Faculty and Student Feedback on Educational Use of Immersive Technology (V. J. McClendon and James Riggall); and (9) Immersive Media and Their Future (Regina Kaplan-Rakowski and Kay Meseberg). In Part Three, Robert G. Doyle provides leadership profiles on Professor Ana Donaldson and Professor Richard Cornell. Part Four includes an introduction and "Organizations and Associations in the United States and Canada" (Robert Maribe Branch). Part Five includes an introduction and "Graduate Programs in Learning, Design, Technology, Information, or Libraries" (Robert Maribe Branch). Lastly, Part Six includes an introduction and "Mediagraphy" (Sheng Shiang Tseng).
format Recurso educativo Open Access
id eric_ED600543
institution ERIC Institute of Education Sciences
language en
publishDate 2019
record_format eric
spellingShingle Educational Media and Technology Yearbook, Volume 42
Branch, Robert Maribe, Ed.
Lee, Hyewon, Ed.
Tseng, Sheng Shiang, Ed.
Educational Technology
Technology Uses in Education
Computer Simulation
Technology Integration
Electronic Learning
Critical Literacy
Affordances
Learner Engagement
Educational Change
Interaction
Medical Students
Video Technology
Computer Games
Instructional Design
Library Services
College Faculty
Graduate Study
Foreign Countries
Professional Associations
Educational Media
Educational Media and Technology Yearbook, Volume 42 Branch, Robert Maribe, Ed. Lee, Hyewon, Ed. Tseng, Sheng Shiang, Ed. Educational Technology Technology Uses in Education Computer Simulation Technology Integration Electronic Learning Critical Literacy Affordances Learner Engagement Educational Change Interaction Medical Students Video Technology Computer Games Instructional Design Library Services College Faculty Graduate Study Foreign Countries Professional Associations Educational Media This is Volume 42 of the "Educational Media and Technology Yearbook." For the past 40 years, the Yearbook has contributed to the field of Educational Technology in presenting contemporary topics, ideas, and developments regarding diverse technology tools for educational purposes. This Yearbook has inspired researchers, practitioners, and teachers to consider how to develop technological designs and develop curricula and instruction integrating technology to enhance student learning, teach diverse populations across levels with effective technology integration, and apply technology in interactive ways to motivate students to engage in course content. Part One of this updated volume, "Trends and Issues in Learning, Design, and Technology," presents: (1) Issues and Trends in Instructional Technology: Access to Mobile Technologies, Digital Content, and Online Learning Opportunities Continues as Spending on IT Remains Steady (Abbie Brown and Tim Green); (2) Second Thoughts: Understanding the Impact and Appropriate Use and Non-use of Technologies (Brad Hokanson and Amie Norden); (3) Enhancing Student Critical Literacy through Social Annotations (Yu-Tien Huang, Shu-Min Shih, and Sheng Shiang Tseng); and (4) 2019 Scholarship Rankings (Rick West and Robert Bodily). In addition, Volume 42 features the Virtual Reality (VR) and Augmented Reality (AR) research and educational use cases, organized and coordinated by Vivienne and David. This section provides evidence that the affordances of AR, VR, and mixed reality, defined as an immersive multi-platform experience reality (XR), have begun to make indelible changes in teaching and learning in the United States. XR's recent developments stimulated the editors to propose a special edition to mark the interoperability of immersive technology to push the boundaries of human curiosity, creativity, and problem solving. After years of incremental development, XR has reached a critical level of investment, infrastructure, and emerging production. The chapters included in Part Two illustrate how XR can push user inquiry, engagement, learning, and interactivity to new levels within physical and digital contexts. Part Two includes: (1) Introduction (V. J. McClendon and David R. Squires); (2) The Immersive Experience: How Virtual Reality Can Support Student Learning (Colin P. Saunders and Jennifer A. Bennett); (3) The Effects of a VR Intervention on Career Interest, Empathy, Communication Skills, and Learning with Second-Year Medical Students (Erin Washington and Carrie Shaw); (4) Sensory Worlds: Emotional Geography and Human-Centered Design in 360° VR Ethnographic Videos (R. Scott Wilson); (5) Accessing the Pokélayer: Augmented Reality and Fantastical Play in "Pokémon Go" (Lucas J. Jensen, Keri D. Valentine, and Joshua P. Case); (6) Visualization of Molecular Structures Using Augmented Reality (Domhnall OShaughnessy); (7) Instructional Designs and Educational Technologies Within Augmented Reality Transmedia Storytelling: IDET ARTS (David R. Squires); (8) VR as Library Technology: Early Faculty and Student Feedback on Educational Use of Immersive Technology (V. J. McClendon and James Riggall); and (9) Immersive Media and Their Future (Regina Kaplan-Rakowski and Kay Meseberg). In Part Three, Robert G. Doyle provides leadership profiles on Professor Ana Donaldson and Professor Richard Cornell. Part Four includes an introduction and "Organizations and Associations in the United States and Canada" (Robert Maribe Branch). Part Five includes an introduction and "Graduate Programs in Learning, Design, Technology, Information, or Libraries" (Robert Maribe Branch). Lastly, Part Six includes an introduction and "Mediagraphy" (Sheng Shiang Tseng).
title Educational Media and Technology Yearbook, Volume 42
topic Educational Technology
Technology Uses in Education
Computer Simulation
Technology Integration
Electronic Learning
Critical Literacy
Affordances
Learner Engagement
Educational Change
Interaction
Medical Students
Video Technology
Computer Games
Instructional Design
Library Services
College Faculty
Graduate Study
Foreign Countries
Professional Associations
Educational Media
url https://eric.ed.gov/?id=ED600543