語系:
繁體中文
English
說明(常見問題)
圖資館首頁
登入
回首頁
切換:
標籤
|
MARC模式
|
ISBD
VR, simulations and serious games fo...
~
Cai, Yiyu.
VR, simulations and serious games for education
紀錄類型:
書目-電子資源 : Monograph/item
正題名/作者:
VR, simulations and serious games for educationedited by Yiyu Cai, Wouter van Joolingen, Zachary Walker.
其他作者:
Cai, Yiyu.
出版者:
Singapore :Springer Singapore :2019.
面頁冊數:
vi, 128 p. :ill., digital ;24 cm.
Contained By:
Springer eBooks
標題:
Virtual reality in educationCongresses.Research
電子資源:
https://doi.org/10.1007/978-981-13-2844-2
ISBN:
9789811328442$q(electronic bk.)
VR, simulations and serious games for education
VR, simulations and serious games for education
[electronic resource] /edited by Yiyu Cai, Wouter van Joolingen, Zachary Walker. - Singapore :Springer Singapore :2019. - vi, 128 p. :ill., digital ;24 cm. - Gaming media and social effects,2197-9685. - Gaming media and social effects..
Introduction -- 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.
This 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.
ISBN: 9789811328442$q(electronic bk.)
Standard No.: 10.1007/978-981-13-2844-2doiSubjects--Topical Terms:
484831
Virtual reality in education
--Research--Congresses.
LC Class. No.: LB1044.87 / .V775 2019
Dewey Class. No.: 371.3344678
VR, simulations and serious games for education
LDR
:02916nmm a2200337 a 4500
001
552487
003
DE-He213
005
20190613151002.0
006
m d
007
cr nn 008maaau
008
191106s2019 si s 0 eng d
020
$a
9789811328442$q(electronic bk.)
020
$a
9789811328435$q(paper)
024
7
$a
10.1007/978-981-13-2844-2
$2
doi
035
$a
978-981-13-2844-2
040
$a
GP
$c
GP
041
0
$a
eng
050
4
$a
LB1044.87
$b
.V775 2019
072
7
$a
UYQ
$2
bicssc
072
7
$a
COM004000
$2
bisacsh
072
7
$a
UYQ
$2
thema
082
0 4
$a
371.3344678
$2
23
090
$a
LB1044.87
$b
.V978 2019
245
0 0
$a
VR, simulations and serious games for education
$h
[electronic resource] /
$c
edited by Yiyu Cai, Wouter van Joolingen, Zachary Walker.
260
$a
Singapore :
$b
Springer Singapore :
$b
Imprint: Springer,
$c
2019.
300
$a
vi, 128 p. :
$b
ill., digital ;
$c
24 cm.
490
1
$a
Gaming media and social effects,
$x
2197-9685
505
0
$a
Introduction -- 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
$a
This 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.
650
0
$a
Virtual reality in education
$x
Research
$v
Congresses.
$3
484831
650
0
$a
Computer games
$v
Congresses.
$3
387178
650
0
$a
Educational games.
$3
206594
650
1 4
$a
Computational Intelligence.
$3
338479
650
2 4
$a
Educational Technology.
$3
276609
650
2 4
$a
User Interfaces and Human Computer Interaction.
$3
274517
650
2 4
$a
Simulation and Modeling.
$3
273719
700
1
$a
Cai, Yiyu.
$3
677143
700
1
$a
van Joolingen, Wouter.
$3
833234
700
1
$a
Walker, Zachary.
$3
833235
710
2
$a
SpringerLink (Online service)
$3
273601
773
0
$t
Springer eBooks
830
0
$a
Gaming media and social effects.
$3
677145
856
4 0
$u
https://doi.org/10.1007/978-981-13-2844-2
950
$a
Intelligent Technologies and Robotics (Springer-42732)
筆 0 讀者評論
全部
電子館藏
館藏
1 筆 • 頁數 1 •
1
條碼號
館藏地
館藏流通類別
資料類型
索書號
使用類型
借閱狀態
預約狀態
備註欄
附件
000000165656
電子館藏
1圖書
電子書
EB LB1044.87 V978 2019 2019
一般使用(Normal)
在架
0
1 筆 • 頁數 1 •
1
多媒體
多媒體檔案
https://doi.org/10.1007/978-981-13-2844-2
評論
新增評論
分享你的心得
Export
取書館別
處理中
...
變更密碼
登入