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_aSpringerLink (Online service) _9106996 |
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| 005 | 20230102113516.0 | ||
| 008 | 181113s2019 si a o |||| 0|eng d | ||
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_a10.1007/978-981-13-2844-2 _2doi |
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_bspa _dES-MaUEC _cES-MaUEC |
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| 050 | 4 |
_aLB1044.87 _b2019 EB |
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| 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 |
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| 300 | _a1 recurso en línea (VI, 128 páginas) | ||
| 336 |
_2rdacontent _aTexto _btxt |
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_2rdamedia _aelectrónico _bc |
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_2rdacarrier _arecurso electrónico _bcr |
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_atext file _bPDF _2rda |
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_aGaming Media and Social Effects _x2197-9685 |
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| 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 |
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| 650 | 7 |
_2embne _9517870 _aGamificación |
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| 700 | 1 |
_aCai, Yiyu _eeditor literario _4edt _4http://id.loc.gov/vocabulary/relators/edt _9135308 |
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| 700 | 1 |
_avan Joolingen, Wouter. _eeditor literario _4edt _4http://id.loc.gov/vocabulary/relators/edt |
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| 700 | 1 |
_aWalker, Zachary. _eeditor literario _4edt _4http://id.loc.gov/vocabulary/relators/edt |
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| 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) |
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_2lcc _cLE |
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_aSI _cm _dz _feng _ggw _h0 _b11/2019 _ek |
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