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_a10.1007/978-981-10-0861-0 _2doi |
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_aSimulation and Serious Games for Education _h[electronic resource] / _cedited by Yiyu Cai, Sui Lin Goei, Wim Trooster. |
250 | _a1st ed. 2017. | ||
264 | 1 |
_aSingapore : _bSpringer Nature Singapore : _bImprint: Springer, _c2017. |
|
300 |
_aX, 145 p. 65 illus., 53 illus. in color. _bonline resource. |
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336 |
_atext _btxt _2rdacontent |
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337 |
_acomputer _bc _2rdamedia |
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338 |
_aonline resource _bcr _2rdacarrier |
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347 |
_atext file _bPDF _2rda |
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490 | 1 |
_aGaming Media and Social Effects, _x2197-9693 |
|
505 | 0 | _aVirtual Pink Dolphins Project: An International Effort for Children with Autism in Special Needs Education -- A Germ for Young European Scientists: Drawing-Based Modeling -- Virtual Reality Enabled Intravascular Catheterization Simulation -- Simulation-enabled Vocational Training for Heavy Crane Operations -- Formative evaluation of a mathematics game for out-of-school children in Sudan -- Empowering Vocational Math Teachers Using Digital Learning Materials With Workplace Assignments -- The Odyssey Game -- Social Development for Children with Autism using Kinect Gesture Games: A Case Study in Suzhou Industrial Park Renai School -- The Effectiveness of the Game LINGO Online: A Serious Game for English Pronunciation -- Looking into eyes: a gaze tracking system for children with autism spectrum disorders. | |
520 | _aThis 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. | ||
650 | 0 |
_aComputational intelligence. _97716 |
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650 | 0 |
_aEducational technology. _924353 |
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_aUser interfaces (Computer systems). _911681 |
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650 | 0 |
_aHuman-computer interaction. _96196 |
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650 | 0 |
_aSchool Psychology. _957680 |
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650 | 1 | 4 |
_aComputational Intelligence. _97716 |
650 | 2 | 4 |
_aDigital Education and Educational Technology. _933307 |
650 | 2 | 4 |
_aUser Interfaces and Human Computer Interaction. _931632 |
650 | 2 | 4 |
_aSchool Psychology. _957680 |
700 | 1 |
_aCai, Yiyu. _eeditor. _4edt _4http://id.loc.gov/vocabulary/relators/edt _957681 |
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700 | 1 |
_aGoei, Sui Lin. _eeditor. _4edt _4http://id.loc.gov/vocabulary/relators/edt _957682 |
|
700 | 1 |
_aTrooster, Wim. _eeditor. _4edt _4http://id.loc.gov/vocabulary/relators/edt _957683 |
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_aSpringerLink (Online service) _957684 |
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_iPrinted edition: _z9789811008603 |
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_iPrinted edition: _z9789811092701 |
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_aGaming Media and Social Effects, _x2197-9693 _957685 |
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856 | 4 | 0 | _uhttps://doi.org/10.1007/978-981-10-0861-0 |
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