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020 _a9789811613616
024 7 _a10.1007/978-981-16-1361-6
_2doi
040 _aES-MaUEC
_bspa
_cES-MaUEC
_dES-MaUEC
050 4 _aLB1044.87
_b2021 EB
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
300 _a1 recurso en línea (VI, 188 páginas)
_b57 ilustraciones, 49 ilustraciones a color
336 _2rdacontent
_aTexto
_btxt
337 _2rdamedia
_aelectrónico
_bc
338 _2rdacarrier
_arecurso electrónico
_bcr
347 _aarchivo de texto
_bPDF
490 0 _aGaming Media and Social Effects
_x2197-9693
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
700 1 _aCai, Yiyu
_eeditor literario
_4edt
_4http://id.loc.gov/vocabulary/relators/edt
_9135308
700 _avan Joolingen, Wouter
_eeditor literario
_4edt
_4http://id.loc.gov/vocabulary/relators/edt
_9682193
700 _aVeermans, Koen
_eeditor literario
_4edt
_4http://id.loc.gov/vocabulary/relators/edt
_9682194
776 0 8 _iPrinted edition:
_z9789811613609
776 0 8 _iPrinted edition:
_z9789811613623
776 0 8 _iPrinted edition:
_z9789811613630
856 4 0 _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)
942 _2lcc
_cLE