000777481 000__ 04755cam\a2200553Ii\4500 000777481 001__ 777481 000777481 005__ 20230306142718.0 000777481 006__ m\\\\\o\\d\\\\\\\\ 000777481 007__ cr\nn\nnnunnun 000777481 008__ 161013s2016\\\\si\\\\\\ob\\\\000\0\eng\d 000777481 019__ $$a960738192$$a960835034$$a965397246 000777481 020__ $$a9789811008610$$q(electronic book) 000777481 020__ $$a9811008612$$q(electronic book) 000777481 020__ $$z9811008604 000777481 020__ $$z9789811008603 000777481 035__ $$aSP(OCoLC)ocn960643317 000777481 035__ $$aSP(OCoLC)960643317$$z(OCoLC)960738192$$z(OCoLC)960835034$$z(OCoLC)965397246 000777481 040__ $$aN$T$$beng$$erda$$epn$$cN$T$$dN$T$$dYDX$$dGW5XE$$dIDEBK$$dEBLCP$$dOCLCF$$dIDB$$dUAB$$dIOG 000777481 049__ $$aISEA 000777481 050_4 $$aLB1029.G3 000777481 08204 $$a371.33/7$$223 000777481 24500 $$aSimulation and serious games for education /$$cYiyu Cai, Sui Lin Goei, Wim Trooster, editors. 000777481 264_1 $$aSingapore :$$bSpringer,$$c[2017] 000777481 264_4 $$c©2017 000777481 300__ $$a1 online resource. 000777481 336__ $$atext$$btxt$$2rdacontent 000777481 337__ $$acomputer$$bc$$2rdamedia 000777481 338__ $$aonline resource$$bcr$$2rdacarrier 000777481 4901_ $$aGaming media and social effects 000777481 504__ $$aIncludes bibliographical references. 000777481 5050_ $$aForeword; Preface; Contents; 1 The Virtual Pink Dolphins Project: An International Effort for Children with ASD in Special Needs Education; Abstract; 1 Introduction; 2 Participating Parties; 2.1 Nanyang Technological University, Singapore; 2.2 AWWA Special School, Singapore; 2.3 RENAI School, China; 2.4 Windesheim University of Applied Sciences, The Netherlands; 2.5 Underwater World Singapore; 3 International Collaboration; 3.1 Asia-Europe Symposium on Simulations and Serious Games; 3.2 Schools Visits, Sharing, and Exchanges; 3.3 Students Internet Meetings 000777481 5058_ $$a3.4 Memorandum of Understanding (MOU)4 Conclusion; Acknowledgments; References; 2 A Germ for Young European Scientists: Drawing-Based Modelling; Abstract; 1 Introduction: The Image of Science in Science Education; 2 Models in Science and Science Education; 3 SimSketch: Creating Drawing-Based Models; 3.1 Basic Design and Principles; 3.2 Modelling the Solar System; 3.3 Modelling Multi-agent Systems: Traffic; 4 Experiences with SimSketch; 4.1 Master Classes; 4.2 Solar and Lunar Eclipses; 4.3 Lesson Design for Drawing-Based Modelling; 5 Conclusions 000777481 5058_ $$a5.1 Future Developments: Creating Scientific Practices on Drawing-Based ModellingReferences; 3 ICT-Enabled Emotional Learning for Special Needs Education; Abstract; 1 Introduction; 2 Literature Review; 3 iPAD App Design for Emotional Learning; 4 Experiment; 5 Conclusion; Acknowledgments; References; 4 Simulation-Enabled Vocational Training for Heavy Crane Operations; Abstract; 1 Introduction; 1.1 Heavy Lifting; 1.2 Computer Simulation for Vocational Training; 2 Training System Architecture; 3 Enabling Technologies for Simulation-Based Lifting Training; 3.1 Modeling; 3.2 Interaction 000777481 5058_ $$a3.3 Visualization4 Crane Operation Training; 4.1 Crane Driving Training; 4.2 Crane Operator Training; 4.3 Crane Signalman and Rigger Training; 4.4 Intelligent Crane Operation Training; 5 Conclusion; Acknowledgments; References; 5 Formative Evaluation of a Mathematics Game for Out-of-School Children in Sudan; Abstract; 1 Introduction; 2 e-Learning in Developing Countries; 3 e-Learning and Games; 4 Requirements; 4.1 Development Context; 4.2 Education; 4.3 Learning with ICTs; 4.4 The Subject Domain; 5 Formative Evaluation in Experimental Setting; 5.1 Method; 5.2 Population; 5.3 Results 000777481 5058_ $$a6 Discussion and ConclusionAcknowledgments; References; 6 Empowering Vocational Math Teachers by Using Digital Learning Material (DLM) with Workplace Assignments; Abstract; 1 Introduction; 1.1 Context: Professional Learning Through E-learning; 1.2 Design Aspects for DLM in Vocational Math Teacher Training; 1.3 Transfer of Knowledge and Skills for Promoting Teachers' Competence; 1.4 Knowledge Integration by Reflection; 2 Exemplifying Design Aspect; 2.1 E-learning and Teaching Skills; 3 Context and Participants; 3.1 E-learning Environment; 3.1.1 Silverpoints 000777481 506__ $$aAccess limited to authorized users. 000777481 588__ $$aOnline resource, title from PDF title page (viewed October 17, 2016) 000777481 650_0 $$aEducational games. 000777481 650_0 $$aSimulation games in education. 000777481 650_0 $$aComputer simulation. 000777481 7001_ $$aCai, Yiyu,$$eeditor. 000777481 7001_ $$aGoei, Sui Lin,$$eeditor. 000777481 7001_ $$aTrooster, Wim,$$eeditor. 000777481 77608 $$iPrint version:$$z9811008604$$z9789811008603$$w(OCoLC)942380311 000777481 830_0 $$aGaming media and social effects. 000777481 852__ $$bebk 000777481 85640 $$3SpringerLink$$uhttps://univsouthin.idm.oclc.org/login?url=http://link.springer.com/10.1007/978-981-10-0861-0$$zOnline Access$$91397441.1 000777481 909CO $$ooai:library.usi.edu:777481$$pGLOBAL_SET 000777481 980__ $$aEBOOK 000777481 980__ $$aBIB 000777481 982__ $$aEbook 000777481 983__ $$aOnline 000777481 994__ $$a92$$bISE