VR, Simulations and Serious Games for Education (Paperback, Softcover reprint of the original 1st ed. 2019)


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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Product Description

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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Product Details

General

Imprint

Springer Verlag, Singapore

Country of origin

Singapore

Series

Gaming Media and Social Effects

Release date

2019

Availability

Expected to ship within 10 - 15 working days

First published

2019

Editors

, ,

Dimensions

235 x 155 x 7mm (L x W x T)

Format

Paperback

Pages

128

Edition

Softcover reprint of the original 1st ed. 2019

ISBN-13

978-981-13-4810-5

Barcode

9789811348105

Categories

LSN

981-13-4810-3



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