VR, simulations and serious games for education /
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| Other Authors: | , , |
| Format: | eBook |
| Language: | English |
| Published: |
Singapore :
Springer Nature,
[2019]
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| Series: | Gaming media and social effects.
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| Subjects: | |
| Online Access: | Connect to the full text of this electronic book |
Table of Contents:
- Intro; Contents; Introduction; 1 Background; 2 About the Book; References; Pedagogy in Educational Simulations and Games; 1 Introduction; 2 General Settings in the Studies; 3 Learning Outcomes, Interest and Learning Time; 4 Instructional Support; 5 Perceptual Concreteness of Simulation Elements; 6 Virtual Alone or Together with Real?; 7 How to Combine Multiple Representations?; 8 Conclusion; References; Supporting Conceptual Change in Physics with a Serious Game; 1 Introduction; 1.1 The Role of Preconceptions in Physics Teaching; 1.2 Serious Games; 1.3 Motivation.
- 1.4 Incorporating a Problem-Posing Approach in a Serious Game1.5 The Case Study: Newton's Laws; 2 Method; 2.1 Research Design; 2.2 Participants; 2.3 Instruments; 2.4 Data Collection and Analysis; 3 Results; 4 Conclusions and Discussion; References; Evaluation of a Re-designed Framework for Embodied Cognition Math Games; 1 Introduction; 2 Prior Work; 3 Expert Evaluation; 3.1 Participants; 3.2 Methods; 3.3 The Debriefing Questionnaire; 3.4 Findings; 3.5 Difficulties Encountered; 4 Student Evaluation; 4.1 Participants; 4.2 Method; 4.3 Results; 5 Conclusion and Future Work; References.
- Virtual Reality Enzymes: An Interdisciplinary and International Project Towards an Inquiry-Based Pedagogy1 Introduction; 2 Virtual Reality Enabled Teaching and Learning; 3 Modeling in Enzyme Biology; 4 VR Technology Enhanced Learning; 5 Conclusion; References; Motion Sensing Games for Children with Autism Spectrum Disorder; 1 Introduction; 2 Challenges of Motion Sensing Games in Autism Education; 2.1 Needs of Local Motion Sensing Games; 2.2 Lack of Game Resources on Education; 2.3 Low Applicability of Game; 2.4 Poor Assessment of Motion Sensing Games' Application Efficiency.
- 2.5 Difficulties in Skill Generalization3 Applications of Motion Sensing Game Application in Autism Education; 3.1 Strengthen Collaboration Between Schools and Commercial Enterprises to Promote Game Research and Development; 3.2 Improving the Assessment Process and Implementing Efficient Training; 3.3 Adopting Pivotal Response Training and Generalizing Skills in the Natural Environment; 4 Conclusion; References; Vehicle Behaviors Simulation Technology Based on Neural Network; 1 Introduction; 1.1 Background; 1.2 Related Research; 1.3 Drawback of Traditional Simulation Methods.
- 2 Related Theory and Technology2.1 Intelligent Driven Model; 2.2 United States Highway Traffic Dataset; 3 Design and Implementation of Traffic Behavior Model Based on Neural Network; 3.1 Overview; 3.2 Data Collection and Pretreatment; 3.3 Design of Neural Network; 4 Model Simulation; 5 Model Verification; 6 Design of the Real-Virtual Interaction System; 6.1 Overview; 6.2 Simulated Traffic Flow; 7 Conclusion; References; BlockTower: A Multi-player Cross-Platform Competitive Social Game; 1 Introduction; 2 BlockTower; 3 Experiment; 3.1 Design, Apparatus, and Participants.