LEADER 04267nam 22006015 450 001 9910484679103321 005 20200706101214.0 010 $a981-13-2844-7 024 7 $a10.1007/978-981-13-2844-2 035 $a(CKB)4100000007003271 035 $a(MiAaPQ)EBC5553271 035 $a(DE-He213)978-981-13-2844-2 035 $a(PPN)243767471 035 $a(EXLCZ)994100000007003271 100 $a20181113d2019 u| 0 101 0 $aeng 135 $aurcnu|||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aVR, Simulations and Serious Games for Education /$fedited by Yiyu Cai, Wouter van Joolingen, Zachary Walker 205 $a1st ed. 2019. 210 1$aSingapore :$cSpringer Singapore :$cImprint: Springer,$d2019. 215 $a1 online resource (130 pages) 225 1 $aGaming Media and Social Effects,$x2197-9685 311 $a981-13-2843-9 327 $aIntroduction -- 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. 330 $aThis book introduces state-of-the-art research on simulation and serious games for education. Based partially on work presented at the 3rd Asia-Europe Symposium on Simulation and Serious Games (3rd AESSSG) held in Zhuhai, China as part of the 2016 ACM SIGGRAPH International Conference on Virtual-Reality Consortium and Applications in Industry (VRACI 2016), it includes a selection of the best papers from both. The book is divided into three major domains of education applications that use simulation and serious games: science, technology, engineering and mathematics (STEM) education; special needs education; and humanity and social science education. A valuable resource for researchers and developers in simulation and serious games for education benefit from this book, it also offers educators and professionals involved in training insights into the possible applications of simulation and serious games in various areas. 410 0$aGaming Media and Social Effects,$x2197-9685 606 $aComputational intelligence 606 $aEducational technology 606 $aUser interfaces (Computer systems) 606 $aComputer simulation 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 $aSimulation and Modeling$3https://scigraph.springernature.com/ontologies/product-market-codes/I19000 615 0$aComputational intelligence. 615 0$aEducational technology. 615 0$aUser interfaces (Computer systems). 615 0$aComputer simulation. 615 14$aComputational Intelligence. 615 24$aEducational Technology. 615 24$aUser Interfaces and Human Computer Interaction. 615 24$aSimulation and Modeling. 676 $a371.3344678 702 $aCai$b Yiyu$4edt$4http://id.loc.gov/vocabulary/relators/edt 702 $avan Joolingen$b Wouter$4edt$4http://id.loc.gov/vocabulary/relators/edt 702 $aWalker$b Zachary$4edt$4http://id.loc.gov/vocabulary/relators/edt 906 $aBOOK 912 $a9910484679103321 996 $aVR, Simulations and Serious Games for Education$92846310 997 $aUNINA