رکورد قبلیرکورد بعدی

" VR, simulations and serious games for education / "


Document Type : BL
Record Number : 891522
Title & Author : VR, simulations and serious games for education /\ editors: Yiyu Cai, Wouter van Joolingen and Zachary Walker.
Publication Statement : Singapore :: Springer Nature,, [2019]
Series Statement : Gaming media and social effects
Page. NO : 1 online resource
ISBN : 9789811328442
: : 9811328447
: 9789811328435
: 9811328439
Bibliographies/Indexes : Includes bibliographical references.
Contents : Intro; Contents; Introduction; 1 Background; 2 About the Book; References; Pedagogy in Educational Simulations and Games; 1 Introduction; 2 General Settings in the Studies; 3 Learning Outcomes, Interest and Learning Time; 4 Instructional Support; 5 Perceptual Concreteness of Simulation Elements; 6 Virtual Alone or Together with Real?; 7 How to Combine Multiple Representations?; 8 Conclusion; References; Supporting Conceptual Change in Physics with a Serious Game; 1 Introduction; 1.1 The Role of Preconceptions in Physics Teaching; 1.2 Serious Games; 1.3 Motivation.
: 1.4 Incorporating a Problem-Posing Approach in a Serious Game1.5 The Case Study: Newton's Laws; 2 Method; 2.1 Research Design; 2.2 Participants; 2.3 Instruments; 2.4 Data Collection and Analysis; 3 Results; 4 Conclusions and Discussion; References; Evaluation of a Re-designed Framework for Embodied Cognition Math Games; 1 Introduction; 2 Prior Work; 3 Expert Evaluation; 3.1 Participants; 3.2 Methods; 3.3 The Debriefing Questionnaire; 3.4 Findings; 3.5 Difficulties Encountered; 4 Student Evaluation; 4.1 Participants; 4.2 Method; 4.3 Results; 5 Conclusion and Future Work; References.
: 2 Related Theory and Technology2.1 Intelligent Driven Model; 2.2 United States Highway Traffic Dataset; 3 Design and Implementation of Traffic Behavior Model Based on Neural Network; 3.1 Overview; 3.2 Data Collection and Pretreatment; 3.3 Design of Neural Network; 4 Model Simulation; 5 Model Verification; 6 Design of the Real-Virtual Interaction System; 6.1 Overview; 6.2 Simulated Traffic Flow; 7 Conclusion; References; BlockTower: A Multi-player Cross-Platform Competitive Social Game; 1 Introduction; 2 BlockTower; 3 Experiment; 3.1 Design, Apparatus, and Participants.
: 2.5 Difficulties in Skill Generalization3 Applications of Motion Sensing Game Application in Autism Education; 3.1 Strengthen Collaboration Between Schools and Commercial Enterprises to Promote Game Research and Development; 3.2 Improving the Assessment Process and Implementing Efficient Training; 3.3 Adopting Pivotal Response Training and Generalizing Skills in the Natural Environment; 4 Conclusion; References; Vehicle Behaviors Simulation Technology Based on Neural Network; 1 Introduction; 1.1 Background; 1.2 Related Research; 1.3 Drawback of Traditional Simulation Methods.
: Virtual Reality Enzymes: An Interdisciplinary and International Project Towards an Inquiry-Based Pedagogy1 Introduction; 2 Virtual Reality Enabled Teaching and Learning; 3 Modeling in Enzyme Biology; 4 VR Technology Enhanced Learning; 5 Conclusion; References; Motion Sensing Games for Children with Autism Spectrum Disorder; 1 Introduction; 2 Challenges of Motion Sensing Games in Autism Education; 2.1 Needs of Local Motion Sensing Games; 2.2 Lack of Game Resources on Education; 2.3 Low Applicability of Game; 2.4 Poor Assessment of Motion Sensing Games' Application Efficiency.
Abstract : 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.
Subject : Computer games, Congresses.
Subject : Educational games.
Subject : Virtual reality in education-- Research, Congresses.
Subject : 3D graphics modelling.
Subject : Artificial intelligence.
Subject : Computer games.
Subject : EDUCATION-- Administration-- General.
Subject : EDUCATION-- Organizations Institutions.
Subject : Educational equipment technology, computer-aided learning (Calif.)
Subject : Educational games.
Subject : User interface design usability.
Dewey Classification : ‭371.33/44678‬
LC Classification : ‭LB1044.87‬
Added Entry : Cai, Yiyu
: Joolingen, Wouter van
: Walker, Zachary
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