Simulation and serious games for education
This book introduces state-of-the-art research on simulation and serious games for education. The major part of this book is based on selected work presented at the 2014 Asia-Europe Symposium on Simulation and Serious Games held in Windesheim University of Applied Sciences, the Netherlands (Oct 1-2,...
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Other Authors: | , , |
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Format: | eBook |
Language: | English |
Published: |
Singapore :
Springer,
[2017]
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Series: | Gaming media and social effects.
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Subjects: | |
ISBN: | 9789811008610 9789811008603 |
Physical Description: | 1 online resource |
Summary: | This book introduces state-of-the-art research on simulation and serious games for education. The major part of this book is based on selected work presented at the 2014 Asia-Europe Symposium on Simulation and Serious Games held in Windesheim University of Applied Sciences, the Netherlands (Oct 1-2, 2014). It covers 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. Researchers and developers in simulation and serious games for education benefit from this book, and 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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Bibliography: | Includes bibliographical references. |
ISBN: | 9789811008610 9789811008603 |
Access: | Plný text je dostupný pouze z IP adres počítačů Univerzity Tomáše Bati ve Zlíně nebo vzdáleným přístupem pro zaměstnance a studenty |