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This volume explores how technology-supported learning environments can incorporate physical activity and interactive experiences in formal education. It presents cutting-edge research and design work on a new generation of ""body-centric"" technologies such as wearable body sensors, GPS tracking devices, interactive display surfaces, video game controller devices, and humanlike avatars. Contributors discuss how and why each of these technologies can be used in service of learning within K-12 classrooms and at home, in museums and online. Citing examples of empirical evidence and specific impl
Educational technology --- Human-computer interaction --- User interfaces (Computer systems) --- Movement, Psychology of --- Educational technology. --- Human-computer interaction. --- Movement, Psychology of. --- Motor psychology --- Motion --- Psychophysiology --- Motion study --- Movement education --- Muscular sense --- Interfaces, User (Computer systems) --- Human-machine systems --- Computer-human interaction --- Human factors in computing systems --- Interaction, Human-computer --- Human engineering --- User-centered system design --- Instructional technology --- Technology in education --- Technology --- Educational innovations --- Instructional systems --- Teaching --- Aids and devices
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