LEADER 03913nam 22007575 450 001 9910495237503321 005 20260126110734.0 010 $a981-16-1361-3 024 7 $a10.1007/978-981-16-1361-6 035 $a(CKB)4100000011999083 035 $a(MiAaPQ)EBC6700144 035 $a(Au-PeEL)EBL6700144 035 $a(PPN)257352996 035 $a(OCoLC)1264072694 035 $a(DE-He213)978-981-16-1361-6 035 $a(EXLCZ)994100000011999083 100 $a20210813d2021 u| 0 101 0 $aeng 135 $aurcnu|||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aVirtual and Augmented Reality, Simulation and Serious Games for Education /$fedited by Yiyu Cai, Wouter van Joolingen, Koen Veermans 205 $a1st ed. 2021. 210 1$aSingapore :$cSpringer Nature Singapore :$cImprint: Springer,$d2021. 215 $a1 online resource (187 pages) 225 1 $aGaming Media and Social Effects,$x2197-9693 311 08$a981-16-1360-5 327 $aIntroduction -- The Number Navigation Game: an overview of an iterative design process -- The effects of a role-playing game and a software simulation tool on elementary school students? understanding when modelling feeding relations in ecosystems -- Augmented reality application for chemical engineering unit operations -- The use of immersive virtual reality technology to Deepen Learning in Singapore schools. 330 $aThis book introduces state-of-the-art research on virtual reality, simulation and serious games for education and its chapters presented the best papers from the 4th Asia-Europe Symposium on Simulation and Serious Games (4th AESSSG) held in Turku, Finland, December 2018. The chapters of the book present a multi-facet view on different approaches to deal with challenges that surround the uptake of educational applications of virtual reality, simulations and serious games in school practices. The different approaches highlight challenges and potential solutions and provide future directions for virtual reality, simulation and serious games research, for the design of learning material and for implementation in classrooms. By doing so, the book is a useful resource for both students and scholars interested in research in this field, for designers of learning material, and for practitioners that want to embrace virtual reality, simulation and/or serious games in their education. . 410 0$aGaming Media and Social Effects,$x2197-9693 606 $aComputational intelligence 606 $aEducational technology 606 $aUser interfaces (Computer systems) 606 $aHuman-computer interaction 606 $aComputational Intelligence 606 $aDigital Education and Educational Technology 606 $aUser Interfaces and Human Computer Interaction 606 $aRealitat virtual$2thub 606 $aVideojocs$2thub 606 $aLudificació$2thub 606 $aJocs educatius$2thub 608 $aCongressos$2thub 608 $aLlibres electrònics$2thub 615 0$aComputational intelligence. 615 0$aEducational technology. 615 0$aUser interfaces (Computer systems) 615 0$aHuman-computer interaction. 615 14$aComputational Intelligence. 615 24$aDigital Education and Educational Technology. 615 24$aUser Interfaces and Human Computer Interaction. 615 7$aRealitat virtual 615 7$aVideojocs 615 7$aLudificació 615 7$aJocs educatius 676 $a794.8 702 $aCai$b Yiyu 702 $aJoolingen$b Wouter van$f1962- 702 $aVeermans$b Koen$f1968- 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910495237503321 996 $aVirtual and Augmented Reality, Simulation and Serious Games for Education$92220904 997 $aUNINA