A3 Vertaisarvioitu kirjan tai muun kokoomateoksen osa
Introduction
Tekijät: Veermans Koen, van Joolingen Wouter, Cai Yiyi
Toimittaja: Cai Yiyu, van Joolingen Wouter, Veermans Koen
Kustantaja: Springer Singapore
Julkaisuvuosi: 2021
Kokoomateoksen nimi: Virtual and Augmented Reality, Simulation and Serious Games for Education
Sarjan nimi: Gaming Media and Social Effects
Aloitussivu: 1
Lopetussivu: 7
ISBN: 978-981-16-1360-9
eISBN: 978-981-16-1361-6
ISSN: 2197-9685
DOI: https://doi.org/10.1007/978-981-16-1361-6_1
Verkko-osoite: https://link.springer.com/chapter/10.1007/978-981-16-1361-6_1
Tiivistelmä
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.
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.