TY - BOOK ID - 37827064 TI - VR, Simulations and Serious Games for Education AU - Cai, Yiyu. AU - van Joolingen, Wouter. AU - Walker, Zachary. PY - 2019 SN - 9811328447 9811328439 PB - Singapore : Springer Singapore : Imprint: Springer, DB - UniCat KW - Virtual reality in education KW - Computer games KW - Engineering. KW - Education. KW - Computer science. KW - Computer simulation. KW - Computational Intelligence. KW - Educational Technology. KW - User Interfaces and Human Computer Interaction. KW - Simulation and Modeling. KW - Computer modeling KW - Computer models KW - Modeling, Computer KW - Models, Computer KW - Simulation, Computer KW - Electromechanical analogies KW - Mathematical models KW - Simulation methods KW - Model-integrated computing KW - Informatics KW - Science KW - Children KW - Education, Primitive KW - Education of children KW - Human resource development KW - Instruction KW - Pedagogy KW - Schooling KW - Students KW - Youth KW - Civilization KW - Learning and scholarship KW - Mental discipline KW - Schools KW - Teaching KW - Training KW - Construction KW - Industrial arts KW - Technology KW - Education KW - Computational intelligence. KW - Educational technology. KW - User interfaces (Computer systems). KW - Interfaces, User (Computer systems) KW - Human-machine systems KW - Human-computer interaction KW - Instructional technology KW - Technology in education KW - Educational innovations KW - Instructional systems KW - Intelligence, Computational KW - Artificial intelligence KW - Soft computing KW - Aids and devices UR - https://www.unicat.be/uniCat?func=search&query=sysid:37827064 AB - 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. ER -