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Educational Media and Technology Yearbook

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Cover of 'Educational Media and Technology Yearbook'

Table of Contents

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    Book Overview
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    Chapter 1 Issues and Trends in Instructional Technology: Access to Mobile Technologies, Digital Content, and Online Learning Opportunities Continues as Spending on IT Remains Steady
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    Chapter 2 Second Thoughts: Understanding the Impact and Appropriate Use and Non-use of Technologies
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    Chapter 3 Enhancing Student Critical Literacy Through Social Annotations
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    Chapter 4 2019 Scholarship Rankings
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    Chapter 5 Introduction
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    Chapter 6 The Immersive Experience: How Virtual Reality Can Support Student Learning
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    Chapter 7 The Effects of a VR Intervention on Career Interest, Empathy, Communication Skills, and Learning with Second-Year Medical Students
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    Chapter 8 Sensory Worlds: Emotional Geography and Human-Centered Design in 360° VR Ethnographic Videos
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    Chapter 9 Accessing the Pokélayer: Augmented Reality and Fantastical Play in Pokémon Go
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    Chapter 10 Visualization of Molecular Structures Using Augmented Reality
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    Chapter 11 Instructional Designs and Educational Technologies Within Augmented Reality Transmedia Storytelling: IDET ARTS
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    Chapter 12 VR as Library Technology: Early Faculty and Student Feedback on Educational Use of Immersive Technology
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    Chapter 13 Immersive Media and Their Future
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    Chapter 14 Leadership Profiles
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    Chapter 15 Prof. Ana Donaldson
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    Chapter 16 Prof. Richard Cornell
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    Chapter 17 Introduction
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    Chapter 18 Organizations and Associations in the United States and Canada
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    Chapter 19 Introduction
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    Chapter 20 Graduate Programs in Learning, Design, Technology, Information, or Libraries
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    Chapter 21 Introduction
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    Chapter 22 Mediagraphy
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Title
Educational Media and Technology Yearbook
Published by
Springer International Publishing, November 2019
DOI 10.1007/978-3-030-27986-8
ISBNs
978-3-03-027985-1, 978-3-03-027986-8
Editors

Branch, Robert Maribe, Lee, Hyewon, Tseng, Sheng Shiang

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