VR, Simulations and Serious Games for Education

Nonfiction, Computers, Advanced Computing, Artificial Intelligence, Reference & Language, Education & Teaching, Teaching, Computers & Technology, General Computing
Cover of the book VR, Simulations and Serious Games for Education by , Springer Singapore
View on Amazon View on AbeBooks View on Kobo View on B.Depository View on eBay View on Walmart
Author: ISBN: 9789811328442
Publisher: Springer Singapore Publication: October 10, 2018
Imprint: Springer Language: English
Author:
ISBN: 9789811328442
Publisher: Springer Singapore
Publication: October 10, 2018
Imprint: Springer
Language: English

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.

View on Amazon View on AbeBooks View on Kobo View on B.Depository View on eBay View on Walmart

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.

More books from Springer Singapore

Cover of the book Phycobiliproteins: Recent Developments and Future Applications by
Cover of the book Understanding Social Dynamics in South Asia by
Cover of the book Segmentation in Social Marketing by
Cover of the book Terahertz Antenna Technology for Space Applications by
Cover of the book The Health of Vietnam by
Cover of the book New Theory of Discriminant Analysis After R. Fisher by
Cover of the book The Mind of an Engineer by
Cover of the book Fault Tolerant Architectures for Cryptography and Hardware Security by
Cover of the book Oxidative Stress: Diagnostic Methods and Applications in Medical Science by
Cover of the book Fly Ash Zeolites by
Cover of the book The “States” in Villages by
Cover of the book Quality of Synthetic Speech by
Cover of the book Expatriate Manager’s Adaption and Knowledge Acquisition by
Cover of the book Graphene-Carbon Nanotube Hybrids for Energy and Environmental Applications by
Cover of the book Advances in Soil Microbiology: Recent Trends and Future Prospects by
We use our own "cookies" and third party cookies to improve services and to see statistical information. By using this website, you agree to our Privacy Policy