001438942 000__ 04668cam\a2200637\a\4500 001438942 001__ 1438942 001438942 003__ OCoLC 001438942 005__ 20230309004402.0 001438942 006__ m\\\\\o\\d\\\\\\\\ 001438942 007__ cr\un\nnnunnun 001438942 008__ 210816s2021\\\\si\\\\\\o\\\\\100\0\eng\d 001438942 019__ $$a1268573742$$a1284933963 001438942 020__ $$a9789811613616$$q(electronic bk.) 001438942 020__ $$a9811613613$$q(electronic bk.) 001438942 020__ $$z9811613605 001438942 020__ $$z9789811613609 001438942 0247_ $$a10.1007/978-981-16-1361-6$$2doi 001438942 035__ $$aSP(OCoLC)1264072694 001438942 040__ $$aYDX$$beng$$epn$$cYDX$$dGW5XE$$dOCLCO$$dEBLCP$$dOCLCF$$dN$T$$dUKAHL$$dDKU$$dVLB$$dOCLCQ$$dNJT$$dCOM$$dOCLCO$$dOCLCQ 001438942 049__ $$aISEA 001438942 050_4 $$aLB1044.87$$b.V72 2018eb 001438942 08204 $$a371.33/44678$$223 001438942 24500 $$aVirtual and augmented reality, simulation and serious games for education /$$cYiyu Cai, Wouter van Joolingen, Koen Veermans, editors. 001438942 264_1 $$aSingapore :$$bSpringer,$$c2021. 001438942 264_4 $$c©2021 001438942 300__ $$a1 online resource (vi, 188 pages) 001438942 336__ $$atext$$btxt$$2rdacontent 001438942 337__ $$acomputer$$bc$$2rdamedia 001438942 338__ $$aonline resource$$bcr$$2rdacarrier 001438942 347__ $$atext file 001438942 347__ $$bPDF 001438942 4901_ $$aGaming media and social effects,$$x2197-9693 001438942 5050_ $$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 -- 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. 001438942 506__ $$aAccess limited to authorized users. 001438942 520__ $$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. 001438942 588__ $$aOnline resource; title from PDF title page (SpringerLink, viewed August 19, 2021). 001438942 650_0 $$aVirtual reality in education$$xResearch$$vCongresses. 001438942 650_0 $$aComputer games$$vCongresses. 001438942 650_0 $$aEducational games. 001438942 650_6 $$aRéalité virtuelle en éducation$$xRecherche$$vCongrès. 001438942 655_7 $$aConference papers and proceedings.$$2fast$$0(OCoLC)fst01423772 001438942 655_7 $$aConference papers and proceedings.$$2lcgft 001438942 655_7 $$aActes de congrès.$$2rvmgf 001438942 655_0 $$aElectronic books. 001438942 7001_ $$aCai, Yiyu,$$eeditor. 001438942 7001_ $$aJoolingen, Wouter van,$$d1962-$$eeditor. 001438942 7001_ $$aVeermans, Koen,$$d1968-$$eeditor. 001438942 7112_ $$aAsia-Europe Symposium on Simulation and Serious Games$$n(4th :$$d2018 :$$cTurku, Finland) 001438942 77608 $$iPrint version:$$z9811613605$$z9789811613609$$w(OCoLC)1240492886 001438942 830_0 $$aGaming media and social effects,$$x2197-9693 001438942 852__ $$bebk 001438942 85640 $$3Springer Nature$$uhttps://univsouthin.idm.oclc.org/login?url=https://link.springer.com/10.1007/978-981-16-1361-6$$zOnline Access$$91397441.1 001438942 909CO $$ooai:library.usi.edu:1438942$$pGLOBAL_SET 001438942 980__ $$aBIB 001438942 980__ $$aEBOOK 001438942 982__ $$aEbook 001438942 983__ $$aOnline 001438942 994__ $$a92$$bISE