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VR, Simulations and Serious Games for Education

Specificaties
Gebonden, blz. | Engels
Springer Nature Singapore | e druk, 2018
ISBN13: 9789811328435
Rubricering
Springer Nature Singapore e druk, 2018 9789811328435
Onderdeel van serie Gaming Media and Social Effects
Verwachte levertijd ongeveer 9 werkdagen

Samenvatting

This book introduces state-of-the-art research on simulation and serious games for education. Based partially on work presented at the 3rd Asia-Europe Symposium on Simulation and Serious Games (3rd AESSSG) held in Zhuhai, China as part of the 2016 ACM SIGGRAPH International Conference on Virtual-Reality Consortium and Applications in Industry (VRACI 2016), it includes a selection of the best papers from both.  The book is divided into three major domains of education applications that use simulation and serious games: science, technology, engineering and mathematics (STEM) education; special needs education; and humanity and social science education. A valuable resource for researchers and developers in simulation and serious games for education benefit from this book, it also offers educators and professionals involved in training insights into the possible applications of simulation and serious games in various areas.

Specificaties

ISBN13:9789811328435
Taal:Engels
Bindwijze:gebonden
Uitgever:Springer Nature Singapore

Inhoudsopgave

Introduction.- Design Considerations of Educational Simulations and Games.- Supporting Conceptual Change in Mechanics using a Serious Game.- Evaluation of a Re-designed Framework for Embodied Cognition Math Games.- Building Deeper Understanding of Biological Molecules with Augmented and Virtual Reality.- Study on Autism Education Through Motion Sensing Based Gaming.- Vehicle Behaviours Simulation Technology Based on Neural Network.- BlockTower: A Multi-player, and Cross-platform Competitive Social Game.- An Inquiry-based Approach for Learning System Dynamics and Modeling of the Prey-predator System.- A VR Serious Game for Special Needs Education.- Virtual & Augmented Reality Technology for Biology Education.- Supporting Special Education Students’ Internship: A VR-based Approach.- VR Enabled Learning of Independent Travelling for Special Needs Students in The Netherlands.

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        VR, Simulations and Serious Games for Education