Buch, Englisch, 145 Seiten, HC runder Rücken kaschiert, Format (B × H): 160 mm x 241 mm, Gewicht: 3613 g
Buch, Englisch, 145 Seiten, HC runder Rücken kaschiert, Format (B × H): 160 mm x 241 mm, Gewicht: 3613 g
Reihe: Gaming Media and Social Effects
ISBN: 978-981-10-0860-3
Verlag: Springer Nature Singapore
It covers 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.
Researchers and developers in simulation and serious games for education benefit from this book, and it also offers educators and professionals involved in training insights into the possible applications of simulation and serious games in various areas.
Zielgruppe
Research
Autoren/Hrsg.
Fachgebiete
- Mathematik | Informatik EDV | Informatik EDV & Informatik Allgemein E-Learning
- Mathematik | Informatik EDV | Informatik Informatik Mensch-Maschine-Interaktion
- Mathematik | Informatik EDV | Informatik Informatik Virtuelle Realität, Erweiterte Realität
- Sozialwissenschaften Pädagogik Lehrerausbildung, Unterricht & Didaktik E-Learning, Bildungstechnologie
Weitere Infos & Material
Virtual Pink Dolphins Project: An International Effort for Children with Autism in Special Needs Education.- A Germ for Young European Scientists: Drawing-Based Modeling.- Virtual Reality Enabled Intravascular Catheterization Simulation.- Simulation-enabled Vocational Training for Heavy Crane Operations.- Formative evaluation of a mathematics game for out-of-school children in Sudan.- Empowering Vocational Math Teachers Using Digital Learning Materials With Workplace Assignments.- The Odyssey Game.- Social Development for Children with Autism using Kinect Gesture Games: A Case Study in Suzhou Industrial Park Renai School.- The Effectiveness of the Game LINGO Online: A Serious Game for English Pronunciation.- Looking into eyes: a gaze tracking system for children with autism spectrum disorders.