editors: Yiyu Cai, Wouter van Joolingen and Zachary Walker.
وضعیت نشر و پخش و غیره
محل نشرو پخش و غیره
Singapore :
نام ناشر، پخش کننده و غيره
Springer Nature,
تاریخ نشرو بخش و غیره
[2019]
مشخصات ظاهری
نام خاص و کميت اثر
1 online resource
فروست
عنوان فروست
Gaming media and social effects
یادداشتهای مربوط به کتابنامه ، واژه نامه و نمایه های داخل اثر
متن يادداشت
Includes bibliographical references.
یادداشتهای مربوط به مندرجات
متن يادداشت
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.
متن يادداشت
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.
متن يادداشت
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.
متن يادداشت
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.
متن يادداشت
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.
بدون عنوان
0
بدون عنوان
8
بدون عنوان
8
بدون عنوان
8
بدون عنوان
8
یادداشتهای مربوط به خلاصه یا چکیده
متن يادداشت
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.
یادداشتهای مربوط به سفارشات
منبع سفارش / آدرس اشتراک
Springer Nature
شماره انبار
com.springer.onix.9789811328442
ویراست دیگر از اثر در قالب دیگر رسانه
عنوان
VR, simulations and serious games for education.
شماره استاندارد بين المللي کتاب و موسيقي
9789811328435
موضوع (اسم عام یاعبارت اسمی عام)
موضوع مستند نشده
Computer games, Congresses.
موضوع مستند نشده
Educational games.
موضوع مستند نشده
Virtual reality in education-- Research, Congresses.