Introduction




Veermans Koen, van Joolingen Wouter, Cai Yiyi

Cai Yiyu, van Joolingen Wouter, Veermans Koen

PublisherSpringer Singapore

2021

Virtual and Augmented Reality, Simulation and Serious Games for Education

Gaming Media and Social Effects

1

7

978-981-16-1360-9

978-981-16-1361-6

2197-9685

DOIhttps://doi.org/10.1007/978-981-16-1361-6_1

https://link.springer.com/chapter/10.1007/978-981-16-1361-6_1



This book is the result from continuous efforts to promote virtual and augmented reality, simulations and serious games for education. The 14 chapters of the book present a multi-facet view on educational applications of virtual and augmented reality, simulations and serious games across different educational systems, a wide age range and covering different domains. They also vary in their focus, with some describing the development of a single learning environment or assessment of such learning environments with learners, while others put more emphasis on the role of the teacher, either in design or implementation. What they share is the notion that they, despite different emphases, acknowledge that all these factors are important. Together the chapters in the book provide insights that will benefit researchers, developers and educators and will contribute to pedagogically well-designed virtual and augmented reality, simulation and serious game learning environments becoming natural elements in classrooms.



Last updated on 2024-26-11 at 20:19