1.

Record Nr.

UNINA9910136603303321

Titolo

Simulation and Serious Games for Education / / edited by Yiyu Cai, Sui Lin Goei, Wim Trooster

Pubbl/distr/stampa

Singapore : , : Springer Singapore : , : Imprint : Springer, , 2017

Edizione

[1st ed. 2017.]

Descrizione fisica

1 online resource (149 p.)

Collana

Gaming Media and Social Effects, , 2197-9685

Disciplina

371.337

Soggetti

Computational intelligence

Educational technology

User interfaces (Computer systems)

Child psychology

School psychology

Computational Intelligence

Educational Technology

User Interfaces and Human Computer Interaction

Child and School Psychology

Lingua di pubblicazione

Inglese

Formato

Materiale a stampa

Livello bibliografico

Monografia

Note generali

Description based upon print version of record.

Nota di bibliografia

Includes bibliographical references at the end of each chapters.

Nota di contenuto

Virtual Pink Dolphins Project: An International Effort for Children with Autism in Special Needs Education -- A Germ for Young European Scientists: Drawing-Based Modeling -- Virtual Reality Enabled Intravascular Catheterization Simulation -- Simulation-enabled Vocational Training for Heavy Crane Operations -- Formative evaluation of a mathematics game for out-of-school children in Sudan -- Empowering Vocational Math Teachers Using Digital Learning Materials With Workplace Assignments -- The Odyssey Game -- Social Development for Children with Autism using Kinect Gesture Games: A Case Study in Suzhou Industrial Park Renai School -- The Effectiveness of the Game LINGO Online: A Serious Game for English Pronunciation -- Looking into eyes: a gaze tracking system for children with autism spectrum disorders.

Sommario/riassunto

This book introduces state-of-the-art research on simulation and



serious games for education. The major part of this book is based on selected work presented at the 2014 Asia-Europe Symposium on Simulation and Serious Games held in Windesheim University of Applied Sciences, the Netherlands (Oct 1–2, 2014). It covers 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. Researchers and developers in simulation and serious games for education benefit from this book, and it also offers educators and professionals involved in training insights into the possible applications of simulation and serious games in various areas.