Description |
1 online resource (vi, 188 pages) |
Series |
Gaming media and social effects, 2197-9693 |
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Gaming media and social effects, 2197-9693
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Contents |
Introduction -- 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 -- Learning Life Skills Through Gaming for Children with Autism Spectrum Disorder -- An Investigation of South African Pre-service Teachers' Use of Simulations in Virtual Physical Sciences Learning: Process, Attitudes and Reflections -- Examining Pre-service Teachers' Capability to Design Inquiry Learning Activity Sequences with Embedded Simulations -- Guiding Student Thinking Through Teacher Questioning When Learning with Dynamic Representations -- Bringing Simulations to the Classroom: Teachers' Perspectives -- Developing and Integrating an Augmented Reality App for Teaching and Learning About Enzymes -- AR Simulation of Cardiac Circulation -- 360° Video for Immersive Learning Experiences in Science Education -- Efficient Facial Reconstruction and Real-time Expression for VR Interaction Using RGB-D Videos |
Summary |
This 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 |
Notes |
Online resource; title from PDF title page (SpringerLink, viewed August 19, 2021) |
Subject |
Virtual reality in education -- Research -- Congresses
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Computer games -- Congresses
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Educational games.
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Computer games
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Educational games
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Genre/Form |
proceedings (reports)
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Conference papers and proceedings
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Conference papers and proceedings.
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Actes de congrès.
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Form |
Electronic book
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Author |
Cai, Yiyu, editor.
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Joolingen, Wouter van, 1962- editor.
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Veermans, Koen, 1968- editor.
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Asia-Europe Symposium on Simulation and Serious Games (4th : 2018 : Turku, Finland)
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ISBN |
9789811613616 |
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9811613613 |
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