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| 008 | 210813s2021 si | s |||| 0|eng d | ||
| 020 | _a9789811613616 | ||
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_a10.1007/978-981-16-1361-6 _2doi |
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_aES-MaUEC _bspa _cES-MaUEC _dES-MaUEC |
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| 050 | 4 |
_aLB1044.87 _b2021 EB |
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| 245 | 1 | 0 |
_aVirtual and Augmented Reality, Simulation and Serious Games for Education _cedited by Yiyu Cai, Wouter van Joolingen, Koen Veermans. |
| 250 | _aFirst edition 2021 | ||
| 264 | 1 |
_aSingapore _bSpringer International Pulishing _c2021 |
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| 300 |
_a1 recurso en línea (VI, 188 páginas) _b57 ilustraciones, 49 ilustraciones a color |
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| 336 |
_2rdacontent _aTexto _btxt |
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| 337 |
_2rdamedia _aelectrónico _bc |
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| 338 |
_2rdacarrier _arecurso electrónico _bcr |
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| 347 |
_aarchivo de texto _bPDF |
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_aGaming Media and Social Effects _x2197-9693 |
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| 490 | 0 | _aIntelligent Technologies and Robotics (SpringerNature-42732) | |
| 490 | 0 | _aIntelligent Technologies and Robotics (R0) (SpringerNature-43728) | |
| 505 | 0 | _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. | |
| 520 | 3 | _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. | |
| 988 | _aSpringer_Robotics_2021 | ||
| 650 | 7 |
_2embne _9141365 _aVideojuegos |
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_aCai, Yiyu _eeditor literario _4edt _4http://id.loc.gov/vocabulary/relators/edt _9135308 |
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| 700 |
_avan Joolingen, Wouter _eeditor literario _4edt _4http://id.loc.gov/vocabulary/relators/edt _9682193 |
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| 700 |
_aVeermans, Koen _eeditor literario _4edt _4http://id.loc.gov/vocabulary/relators/edt _9682194 |
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_iPrinted edition: _z9789811613609 |
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_iPrinted edition: _z9789811613623 |
| 776 | 0 | 8 |
_iPrinted edition: _z9789811613630 |
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_uhttps://go.openathens.net/redirector/universidadeuropea.es?url=https://doi.org/10.1007/978-981-16-1361-6 _zAcceso a este recurso digital (usuarios Universidad Europea de Madrid) |
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