The VRML 2.0 sourcebook (2nd ed.)
The VRML 2.0 sourcebook (2nd ed.)
Computers as Theatre
Computational Explorations in Cognitive Neuroscience: Understanding the Mind by Simulating the Brain
Computational Explorations in Cognitive Neuroscience: Understanding the Mind by Simulating the Brain
Information Visualization: Perception for Design
Information Visualization: Perception for Design
IEEE Computer Graphics and Applications
Communications of the ACM - Self managed systems
ACM SIGGRAPH 2006 Educators program
X3D: Extensible 3D Graphics for Web Authors
X3D: Extensible 3D Graphics for Web Authors
Interaction Design: Beyond Human Computer Interaction
Interaction Design: Beyond Human Computer Interaction
Computer graphics in context: an approach to a first course in computer graphics
ACM SIGGRAPH ASIA 2008 educators programme
Computer Animation, Second Edition: Algorithms and Techniques
Computer Animation, Second Edition: Algorithms and Techniques
Towards a methodological framework for the cognitive-behavioural evaluation of educational e-games
International Journal of Learning Technology
Journal on Computing and Cultural Heritage (JOCCH)
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Three-dimensional digital environments and computer graphics technology accessibility and influence on individuals' life have increased in the last few years. For instance, game technology has influenced children's lifestyle. Due to that we have attempted to use 3D digital technology related to Web-based Virtual Reality to support learning and teaching actions in the context of K-12 Education. In this paper, we present educational actions that we have carried out for improving K-12 children and educators' digital literacy with focus on ongoing work developments and results. We have achieved qualitative results, showing an enormous potential for stimulating individuals' motivation/will and development in places under social and economic disadvantage. The results have been reached through computer supported collaborative and interdisciplinary learning experiences; young children's cognitive and technical skills development for using Web-based Virtual Reality tools and techniques with autonomy; including basic and higher education collaborative work. We have observed an increase on individuals' engagement with technology, which has supported ones' sustainable knowledge based interactions and technical skills improvements in diverse contexts. Citizens' technical knowledge domain has brought about ones' awareness and cultural transformation related to use information and communication resources better as lifelong learning companion as well as approximating individuals from arts, culture, science and contemporary technology.