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E-raamat: Creative and Collaborative Learning through Immersion: Interdisciplinary and International Perspectives

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This book includes instructional design and practice of how immersive technology is integrated in discipline-based and interdisciplinary curriculum design. It focuses on pedagogical models and learning outcomes of immersive learning experiences and demonstrates how immersive learning can be applied in industries. This book brings scholars, researchers and educators together around an international and interdisciplinary consolidation and reflection on learning through immersion. The originality lies in how advanced technology and contemporary pedagogical models can integrate to enhance student engagement and learning effectiveness in higher education. 

Part 1 Immersive Learning.
Chapter 1. Creative and Collaborative
Practices in Virtual Reality Immersive Environments (Denise Doyle).
Chapter
2. Graphical Big Data: From Simulation to Immersive Visualization (Tsui KL et
al.).
Chapter 3. Design of a CAVE Immersive Visualization System for
Teaching and Learning: A Case Study of Air Cargo Logistics (Choy K.L. et
al).
Chapter 4. Designing Multi-Disciplinary Interactive Virtual
Environments for Next Generation Immersive Learning Experiences: Case Studies
and Future Directions in Astrobiology, Anatomy and Cultural Heritage (Sarah
Kenderdine et al).- Part 2 Pedagogical Models & Impacts.
Chapter 5. Creating
Immersive Learning Experiences: A Pedagogy Design Perspective (Christian
Wagner, & Lili Liu).
Chapter 6. The Relationship Among Simulation Based
Learning, Creativity and Learning Approach in Higher Education (Anna Hui et
al.).
Chapter 7. Learning Through Immersion: Assessing the  Learning
Effectiveness (Joyce Chan and Christy Cheung).
Chapter 8. Blended Learning
Approach to Enhance Higher Order Cognitive Thinking Skills in Students (Wong
et al).- Part
3. Industrial Applications.- Chapter 9. Introducing Immersive
Learning into Special Education Settings: A Comparative Review of Two Studies
(Horace H S Ip and Chen Li).
Chapter 10. Intergenerational Play Around
Immersive Video Games (Sinem Siyahhan).
Chapter 11. Augmented Reality for
Immersive Learning: Lessons Learnt from Educational Entrepreneurships
(Octavio Gonazlez Aguilar).
Chapter 12. A Theory of Blended Knowledge And A
Technology Based Approach For the Development of Creative Productive
Giftedness (Joseph S. Renzulli).
Chapter 13. Interactive Learning
Environments for Motorsports Racing (Walt Scacchi).
Christian Wagner, PhD, is Provost and Chair Professor of Social Media, Department of Information Systems, City University of Hong Kong. He received his Ph.D. in Business Administration from the University of British Columbia in 1989. Thereafter he spent seven years as a faculty member at the University of Southern California, before joining City University in January 1996. He has published widely in journals and books on immersive technology, social media and gamification. His latest research is on synthetic reality immersion and knowledge transfer. He specializes in the study of knowledge management with wikis and weblogs, collective intelligence, creativity, and use of games in learning and knowledge transfer. 

Anna N. N. Hui is Associate Professor, Department of Applied Social Sciences, City University of Hong Kong. She is a Visiting Scholar at National Institute of Education, Nanyang Technological University, and Department of Special Education, National Taiwan Normal University in 2017. She received her Ph.D. in Educational Psychology from The Chinese University of Hong Kong. She serves in the Editorial Boards of  Creativity: Theories-Research-Applications, Educational Psychology, Journal of Drama and Theatre Education in Asia, Thinking Skills & Creativity.  She co-edited two books: Creativity: When East meets West, published in 2004 by World Scientific Publishing Co. Ptd. Ltd. in Singapore, and Creativity in four Asian Chinese societies : Educational theories and applications, published in 2005 by Manhattan Press & SNP Panpac (Hong Kong) Ltd in Hong Kong.