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Virtual and Augmented Reality, Simulation and Serious Games for Education (Hardcover, 1st ed. 2021): Yiyu Cai, Wouter van... Virtual and Augmented Reality, Simulation and Serious Games for Education (Hardcover, 1st ed. 2021)
Yiyu Cai, Wouter van Joolingen, Koen Veermans
R4,105 Discovery Miles 41 050 Ships in 10 - 15 working days

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.

VR, Simulations and Serious Games for Education (Hardcover, 1st ed. 2019): Yiyu Cai, Wouter van Joolingen, Zachary Walker VR, Simulations and Serious Games for Education (Hardcover, 1st ed. 2019)
Yiyu Cai, Wouter van Joolingen, Zachary Walker
R3,365 Discovery Miles 33 650 Ships in 10 - 15 working days

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.

Virtual and Augmented Reality, Simulation and Serious Games for Education (Paperback, 1st ed. 2021): Yiyu Cai, Wouter van... Virtual and Augmented Reality, Simulation and Serious Games for Education (Paperback, 1st ed. 2021)
Yiyu Cai, Wouter van Joolingen, Koen Veermans
R4,074 Discovery Miles 40 740 Ships in 10 - 15 working days

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.

VR, Simulations and Serious Games for Education (Paperback, Softcover reprint of the original 1st ed. 2019): Yiyu Cai, Wouter... VR, Simulations and Serious Games for Education (Paperback, Softcover reprint of the original 1st ed. 2019)
Yiyu Cai, Wouter van Joolingen, Zachary Walker
R3,365 Discovery Miles 33 650 Ships in 10 - 15 working days

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.

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