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020 _a9789811008610
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024 7 _a10.1007/978-981-10-0861-0
_2doi
050 4 _aQ342
072 7 _aUYQ
_2bicssc
072 7 _aTEC009000
_2bisacsh
072 7 _aUYQ
_2thema
082 0 4 _a006.3
_223
245 1 0 _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.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _atext file
_bPDF
_2rda
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
650 0 _aEducational technology.
_924353
650 0 _aUser interfaces (Computer systems).
_911681
650 0 _aHuman-computer interaction.
_96196
650 0 _aSchool Psychology.
_957680
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
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
710 2 _aSpringerLink (Online service)
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773 0 _tSpringer Nature eBook
776 0 8 _iPrinted edition:
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776 0 8 _iPrinted edition:
_z9789811008627
776 0 8 _iPrinted edition:
_z9789811092701
830 0 _aGaming Media and Social Effects,
_x2197-9693
_957685
856 4 0 _uhttps://doi.org/10.1007/978-981-10-0861-0
912 _aZDB-2-ENG
912 _aZDB-2-SXE
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