Virtual and Augmented Reality, Simulation and Serious Games for Education (Hardcover, 1st ed. 2021)


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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Product Description

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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Product Details

General

Imprint

Springer Verlag, Singapore

Country of origin

Singapore

Series

Gaming Media and Social Effects

Release date

August 2021

Availability

Expected to ship within 12 - 17 working days

First published

2021

Editors

, ,

Dimensions

235 x 155mm (L x W)

Format

Hardcover

Pages

188

Edition

1st ed. 2021

ISBN-13

978-981-16-1360-9

Barcode

9789811613609

Categories

LSN

981-16-1360-5



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