Nogle studier tillader ikke e-bøger til eksamen. Tjek med din underviser, inden du vælger e-bog frem for fysisk bog.
Bemærk venligst, at den normale 14 dages fortrydelsesret ophører ved modtagelse af adgang til e-bogen.
Bemærk venligst, at den normale 14 dages fortrydelsesret ophører ved modtagelse af adgang til e-bogen.
Produktbeskrivelse
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.
Tilgængeligheds information
Vælg variant af e-bog i højre side, for at se tilgængelighedsoplysninger.
Detaljer
- ISBN13 9789811613616
- Udgivet 2021
- Forlag Springer
- Format Elektronisk medie
- Sprog Engelsk