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Multimedia Technologies in Education

Multimedia Technologies in Education

Lucio Tommaso De Paolis, Egidijus Vaškevičius, Aušra Vidugirienė
Copyright: © 2015 |Pages: 22
ISBN13: 9781466682009|ISBN10: 1466682000|EISBN13: 9781466682016
DOI: 10.4018/978-1-4666-8200-9.ch045
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MLA

De Paolis, Lucio Tommaso, et al. "Multimedia Technologies in Education." Gamification: Concepts, Methodologies, Tools, and Applications, edited by Information Resources Management Association, IGI Global, 2015, pp. 908-929. https://doi.org/10.4018/978-1-4666-8200-9.ch045

APA

De Paolis, L. T., Vaškevičius, E., & Vidugirienė, A. (2015). Multimedia Technologies in Education. In I. Management Association (Ed.), Gamification: Concepts, Methodologies, Tools, and Applications (pp. 908-929). IGI Global. https://doi.org/10.4018/978-1-4666-8200-9.ch045

Chicago

De Paolis, Lucio Tommaso, Egidijus Vaškevičius, and Aušra Vidugirienė. "Multimedia Technologies in Education." In Gamification: Concepts, Methodologies, Tools, and Applications, edited by Information Resources Management Association, 908-929. Hershey, PA: IGI Global, 2015. https://doi.org/10.4018/978-1-4666-8200-9.ch045

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Abstract

As different means of information visualization become more popular and available both as commercial or open source products, there is an opportunity to use them in the education process by providing students with a larger variety of tools for mastering the required information and skills related to a learning object. The chapter discusses the use of various multimedia tools and edutainment (any entertaining application that has an educational role) in education and e-learning. The need and opportunities of applying 3D models, virtual and augmented reality, and certain means for controlling interactive learning environments are described in detail. Examples of 3D modeling, virtual, and augmented reality applications in history, arts, and medicine (surgery) education are provided.

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