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This book introduces state-of-the-art research on simulation and
serious games for education. The major part of this book is based
on selected work presented at the 2014 Asia-Europe Symposium on
Simulation and Serious Games held in Windesheim University of
Applied Sciences, the Netherlands (Oct 1-2, 2014). 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.
This book introduces state-of-the-art research on simulation and
serious games for education. The major part of this book is based
on selected work presented at the 2014 Asia-Europe Symposium on
Simulation and Serious Games held in Windesheim University of
Applied Sciences, the Netherlands (Oct 1-2, 2014). 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.
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