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ویرایش: 1st ed. 2021 نویسندگان: Yiyu Cai (editor), Wouter van Joolingen (editor), Koen Veermans (editor) سری: ISBN (شابک) : 9811613605, 9789811613609 ناشر: Springer سال نشر: 2021 تعداد صفحات: 187 زبان: English فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود) حجم فایل: 5 مگابایت
در صورت تبدیل فایل کتاب Virtual and Augmented Reality, Simulation and Serious Games for Education (Gaming Media and Social Effects) به فرمت های PDF، EPUB، AZW3، MOBI و یا DJVU می توانید به پشتیبان اطلاع دهید تا فایل مورد نظر را تبدیل نمایند.
توجه داشته باشید کتاب واقعیت مجازی و افزوده، شبیه سازی و بازی های جدی برای آموزش (رسانه های بازی و جلوه های اجتماعی) نسخه زبان اصلی می باشد و کتاب ترجمه شده به فارسی نمی باشد. وبسایت اینترنشنال لایبرری ارائه دهنده کتاب های زبان اصلی می باشد و هیچ گونه کتاب ترجمه شده یا نوشته شده به فارسی را ارائه نمی دهد.
این کتاب به معرفی جدیدترین تحقیقات در زمینه واقعیت مجازی، شبیه سازی و بازی های جدی برای آموزش می پردازد و فصل های آن بهترین مقالات را از چهارمین سمپوزیوم آسیا و اروپا در مورد شبیه سازی و بازی های جدی (چهارمین AESSSG) که در تورکو برگزار شد، ارائه می کند. ، فنلاند، دسامبر 2018. فصول کتاب دیدگاهی چندوجهی را در مورد رویکردهای مختلف برای مقابله با چالش هایی ارائه می دهد که جذب برنامه های آموزشی واقعیت مجازی، شبیه سازی ها و بازی های جدی در تمرین های مدرسه را احاطه کرده است. رویکردهای مختلف چالشها و راهحلهای بالقوه را برجسته میکنند و جهتهای آینده را برای تحقیقات واقعیت مجازی، شبیهسازی و بازیهای جدی، برای طراحی مواد آموزشی و برای اجرا در کلاسهای درس ارائه میکنند. با انجام این کار، این کتاب یک منبع مفید برای دانشجویان و دانش پژوهان علاقه مند به تحقیق در این زمینه، برای طراحان مواد آموزشی، و برای افرادی است که می خواهند واقعیت مجازی، شبیه سازی و/یا بازی های جدی را در آموزش خود بپذیرند. p>
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.
Contents 1 Introduction Abstract 1 Background 2 About the Book 3 Overview of the Chapters References 2 The Number Navigation Game: An Overview of an Iterative Development Process Abstract 1 Introduction 2 Background and Aims 3 Methods 4 Results 4.1 Relationship of Game Design and Mathematical Learning Content 4.2 Operationalization and Measurement of Learning Outcomes 4.3 Efficiency and Application of the NNG Training 5 Conclusions References 3 The Effects of a Role-Playing Game and a Software Simulation Tool on Elementary School Students’ Understanding When Modelling Feeding Relations in Ecosystems Abstract 1 Introduction 2 Methods 2.1 Participants 2.2 Procedure 2.3 Data Sources and Data Analysis 3 Results 4 Discussion References 4 Augmented Reality Application for Chemical Engineering Unit Operations Abstract 1 Introduction 1.1 Augmented Reality Application for Education Purposes 1.2 Augmented Reality Application in Chemical Engineering 2 Design and Development of Augmented Reality Application 2.1 Software Platform and the Triggering Object 2.2 Creating the Model for the Distillation Column 2.3 Creation of the Learning Scenes 2.3.1 Introductory Scenes 2.3.2 Simulation Scene 2.3.3 Assessment Scene 2.4 Building the AR Application 3 Implementation of AR Application and Students Feedback 4 Conclusion and Future Works Acknowledgements References 5 The Use of Immersive Virtual Reality Technology to Deepen Learning in Singapore Schools Abstract 1 Introduction 2 Immersive Virtual Reality Technology 3 Situated Learning—A Social-Constructivist Theory of Learning 4 Instructional Design of Immersive Virtual Reality Technology 5 Riverside Secondary VR Project 6 Results of Preliminary Research 7 Discussion and Future Research References 6 Learning Life Skills Through Gaming for Children with Autism Spectrum Disorder Abstract 1 Introduction 1.1 Autism Spectrum Disorder 1.2 Serious Game and Simulation for Special Needs Education 1.3 Objectives of this Research 1.4 Organization of the Chapter 2 Design of Virtual Home Game 2.1 Virtual Home Serious Game 2.1.1 Personal Hygiene Keeping—Brushing of Teeth 2.1.2 Simple Cooking—Making of Hot Milo Drink 2.2 Interactive Design 2.2.1 Visual Assistance Module 2.2.2 Audio Assistance Module 3 Experiment Study 3.1 The Experiment Design 3.1.1 Control and Experiment 3.1.2 Experiment Sequences 3.2 The Evaluation 4 Experiment Execution, Results and Discussion 5 Conclusions Acknowledgements References 7 An Investigation of South African Pre-service Teachers’ Use of Simulations in Virtual Physical Sciences Learning: Process, Attitudes and Reflections Abstract 1 Introduction and Background 1.1 Aims and Objectives 1.2 Learning with Simulations 1.3 Attitude 1.4 Instructional Scaffolding in Virtual Learning Simulations 2 Theoretical Framework 3 Identified Physical Sciences Concepts 4 Method 5 Results and Discussions 5.1 Physics Attitude Scale (PAS). Scores Pre- and Post-intervention 5.2 Findings from Semi-structured Interviews 5.2.1 Self-Directed and Autonomous Learning 5.2.2 Systematic Guided Inquiry 5.2.3 Cognitive Scaffolding 5.2.4 Remediation 5.2.5 Moderation of Learning Pace 6 Discussion 7 Conclusions References 8 Examining Pre-service Teachers’ Capability to Design Inquiry Learning Activity Sequences with Embedded Simulations Abstract 1 Introduction 2 Methods 2.1 Participants 2.2 Procedure 2.3 Data Sources and Data Analysis 3 Results 3.1 Differences in Mean Aggregate Scores for Categories of Criteria Between Course and Exam ILSs 3.2 Correlations Between Aggregate Scores for Categories of Criteria for Course and Exam ILSs 3.3 Significant Determinants of the Difference in Total Aggregate Score Between Course and Exam ILSs 4 Discussion Acknowledgements References 9 Guiding Student Thinking Through Teacher Questioning When Learning with Dynamic Representations Abstract 1 Background and Literature Review 2 Methods 2.1 Data Collection 2.2 Data Analysis 3 Results 3.1 Episode 1: Adapting Questioning to Students’ Thinking by Problematizing 3.2 Episode 2: Not Adapting Questioning to Student Thinking by Structuring 3.3 Episode 3: Adapting Questioning to Student Thinking by Both Problematizing and Structuring 4 Discussion Acknowledgements References 10 Bringing Simulations to the Classroom: Teachers’ Perspectives Abstract 1 Introduction 2 The Present Study 3 Analysis and Results 3.1 Before the Implementation 3.2 During the Implementation 3.3 Connection with the Inquiry Model 4 Discussion and Conclusion Acknowledgements References 11 Developing and Integrating an Augmented Reality App for Teaching and Learning About Enzymes Abstract 1 Introduction 1.1 Using a Lesson Study Approach to Design, Develop and Test Instructional Learning Tools 2 The Design Phase 2.1 The Lesson Study Team and the Design Team 2.2 Choice for Target Group 2.3 Choice of a Model Enzymatic Reaction 2.4 Building an Augmented Reality Application and a Lesson Plan Within a LS Cycle 2.5 The Lessons 3 Evaluation and Discussion Acknowledgements References 12 AR Simulation of Cardiac Circulation Abstract 1 Background 2 From Traditional to Technology Enhanced Learning 3 The Design and Development of the AR App 4 Result 5 Conclusions Acknowledgements References 13 360° Video for Immersive Learning Experiences in Science Education Abstract 1 Introduction 1.1 Background 1.2 Immersive Learning Environments and VR360 1.3 Creating and Viewing VR360 Media 2 Out-of-Classroom Learning and Laboratory Practical Work 2.1 Out-of-Classroom Learning 2.2 Laboratory Practical Activities 2.3 Common Problems with OOC and Practical Work 3 VR360 in Science Education 3.1 Applications of VR360 in Science Learning 3.1.1 How Can VR360 Be Used? 3.1.2 How Can VR360 Be Deployed for Teaching and Learning? 3.2 Affordances of VR360 for Science Learning 3.3 Combining VR360 with Other AVR Modalities for Science Learning 4 Issues and Challenges with VR360 4.1 Pedagogical Issues 4.1.1 Interactions 4.1.2 Note-Taking 4.2 Authoring Challenges 5 Conclusions References 14 Efficient Facial Reconstruction and Real-time Expression for VR Interaction Using RGB-D Videos Abstract 1 Introduction 2 Related Work 3 Overview 4 Personalized Avatar 4.1 Avatar Face Acquisition 4.2 Facial Feature Extraction 4.3 Face Morphing 5 Real-time Facial Interaction 6 Implementation and Results 7 Conclusions Acknowledgements References