Liebe Besucherinnen und Besucher,
aufgrund unseres Sommerfestes sind wir am 03. September 2026 bis 14 Uhr erreichbar. Am 04. September 2026 sind wir wieder wie gewohnt für Sie da. Vielen Dank für Ihr Verständnis.
Ihr Team von Sack Fachmedien
Buch, Englisch, 188 Seiten, Format (B × H): 160 mm x 241 mm, Gewicht: 465 g
Buch, Englisch, 188 Seiten, Format (B × H): 160 mm x 241 mm, Gewicht: 465 g
Reihe: Gaming Media and Social Effects
ISBN: 978-981-16-1360-9
Verlag: Springer
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.
Zielgruppe
Research
Autoren/Hrsg.
Fachgebiete
Weitere Infos & Material
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.




