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020 _a9789811328442
024 7 _a10.1007/978-981-13-2844-2
_2doi
040 _bspa
_dES-MaUEC
_cES-MaUEC
050 4 _aLB1044.87
_b2019 EB
245 0 0 _aVR, Simulations and Serious Games for Education
_cedited by Yiyu Cai, Wouter van Joolingen, Zachary Walker.
264 1 _aSingapore
_bImprint: Springer
_c2019
300 _a1 recurso en línea (VI, 128 páginas)
336 _2rdacontent
_aTexto
_btxt
337 _2rdamedia
_aelectrónico
_bc
338 _2rdacarrier
_arecurso electrónico
_bcr
347 _atext file
_bPDF
_2rda
490 0 _aGaming Media and Social Effects
_x2197-9685
490 0 _aIntelligent Technologies and Robotics (Springer-42732)
505 0 _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.
520 3 _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.
988 _aPrimersemestre_2019_Robotics
650 7 _2embne
_aInternet en la enseñanza
_9155934
650 7 _2embne
_9517870
_aGamificación
700 1 _aCai, Yiyu
_eeditor literario
_4edt
_4http://id.loc.gov/vocabulary/relators/edt
_9135308
700 1 _avan Joolingen, Wouter.
_eeditor literario
_4edt
_4http://id.loc.gov/vocabulary/relators/edt
700 1 _aWalker, Zachary.
_eeditor literario
_4edt
_4http://id.loc.gov/vocabulary/relators/edt
776 0 8 _iPrinted edition:
_z9789811328435
776 0 8 _iPrinted edition:
_z9789811328459
776 0 8 _iPrinted edition:
_z9789811348105
856 4 0 _uhttps://go.openathens.net/redirector/universidadeuropea.es?url=https://doi.org/10.1007/978-981-13-2844-2
_zAcceso a este recurso digital (usuarios Universidad Europea de Madrid)
942 _2lcc
_cLE
998 _aSI
_cm
_dz
_feng
_ggw
_h0
_b11/2019
_ek