LEADER 04321nam 22006975 450 001 9910136603303321 005 20200707011335.0 024 7 $a10.1007/978-981-10-0861-0 035 $a(CKB)3710000000902995 035 $a(EBL)4716889 035 $a(DE-He213)978-981-10-0861-0 035 $a(MiAaPQ)EBC4716889 035 $a(PPN)196320143 035 $a(EXLCZ)993710000000902995 100 $a20161011d2017 u| 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aSimulation and Serious Games for Education /$fedited by Yiyu Cai, Sui Lin Goei, Wim Trooster 205 $a1st ed. 2017. 210 1$aSingapore :$cSpringer Singapore :$cImprint: Springer,$d2017. 215 $a1 online resource (149 p.) 225 1 $aGaming Media and Social Effects,$x2197-9685 300 $aDescription based upon print version of record. 311 $a981-10-0860-4 311 $a981-10-0861-2 320 $aIncludes bibliographical references at the end of each chapters. 327 $aVirtual 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. 330 $aThis book introduces state-of-the-art research on simulation and serious games for education. The major part of this book is based on selected work presented at the 2014 Asia-Europe Symposium on Simulation and Serious Games held in Windesheim University of Applied Sciences, the Netherlands (Oct 1?2, 2014). It covers three major domains of education applications that use simulation and serious games: Science, Technology, Engineering and Mathematics (STEM) Education; Special Needs Education and Humanity and Social Science Education. Researchers and developers in simulation and serious games for education benefit from this book, and it also offers educators and professionals involved in training insights into the possible applications of simulation and serious games in various areas. 410 0$aGaming Media and Social Effects,$x2197-9685 606 $aComputational intelligence 606 $aEducational technology 606 $aUser interfaces (Computer systems) 606 $aChild psychology 606 $aSchool psychology 606 $aComputational Intelligence$3https://scigraph.springernature.com/ontologies/product-market-codes/T11014 606 $aEducational Technology$3https://scigraph.springernature.com/ontologies/product-market-codes/O21000 606 $aUser Interfaces and Human Computer Interaction$3https://scigraph.springernature.com/ontologies/product-market-codes/I18067 606 $aChild and School Psychology$3https://scigraph.springernature.com/ontologies/product-market-codes/Y12040 615 0$aComputational intelligence. 615 0$aEducational technology. 615 0$aUser interfaces (Computer systems). 615 0$aChild psychology. 615 0$aSchool psychology. 615 14$aComputational Intelligence. 615 24$aEducational Technology. 615 24$aUser Interfaces and Human Computer Interaction. 615 24$aChild and School Psychology. 676 $a371.337 702 $aCai$b Yiyu$4edt$4http://id.loc.gov/vocabulary/relators/edt 702 $aGoei$b Sui Lin$4edt$4http://id.loc.gov/vocabulary/relators/edt 702 $aTrooster$b Wim$4edt$4http://id.loc.gov/vocabulary/relators/edt 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910136603303321 996 $aSimulation and Serious Games for Education$91954010 997 $aUNINA