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Virtual and Augmented Reality, Simulation and Serious Games for Education / Yiyu Cai, Wouter van Joolingen, Koen Veermans, editors.

Contributor(s): Material type: TextSeries: Gaming Media and Social EffectsPublication details: Singapore: Springer, 2021.Description: vi, 188 pages; illustrations (chiefly color) ; 23 cmISBN:
  • 9789811613630
Subject(s): LOC classification:
  • LB1044.87 .V819 2021
Summary: 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.
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Item type Current library Collection Call number Copy number Status Notes Barcode
Books Rabdan Academy General Stacks General Collection LB1044.87 .V819 2021 (Browse shelf(Opens below)) C. 1 Available AED 388.00 23304
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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.

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