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VR, Simulations and Serious Games for Education

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-Rea...

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Bibliographic Details
Corporate Author: SpringerLink (Online service)
Other Authors: Cai, Yiyu (Editor), van Joolingen, Wouter (Editor), Walker, Zachary (Editor)
Format: e-Book
Language:English
Published: Singapore : Springer Nature Singapore : 2019.
Imprint: Springer,
Edition:1st ed. 2019.
Series:Gaming Media and Social Effects,
Subjects:
Online Access:Full-text access
Description
Summary: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.
Physical Description:VI, 128 p. 54 illus., 49 illus. in color. online resource.
ISBN:9789811328442
ISSN:2197-9693
DOI:10.1007/978-981-13-2844-2