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Yiyu Cai (editor) - Virtual and Augmented Reality, Simulation and Serious Games for Education (Gaming Media and Social Effects)

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Yiyu Cai (editor) Virtual and Augmented Reality, Simulation and Serious Games for Education (Gaming Media and Social Effects)

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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.

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Contents
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Book cover of Virtual and Augmented Reality Simulation and Serious Games for - photo 1
Book cover of Virtual and Augmented Reality, Simulation and Serious Games for Education
Gaming Media and Social Effects
Editor-in-Chief
Henry Been-Lirn Duh
University of Tasmania, Hobart, TAS, Australia
Series Editor
Anton Nijholt
University of Twente, Enschede, The Netherlands

The scope of this book series is inter-disciplinary and it covers the technical aspect of gaming (software and hardware) and its social effects (sociological and psychological). This book series serves as a quick platform for publishing top-quality books on emerging or hot topics in gaming and its social effects. The series is also targeted at different levels of exposition, ranging from introductory tutorial to advanced research topics, depending on the objectives of the authors.

More information about this series at http://www.springer.com/series/11864

Editors
Yiyu Cai , Wouter van Joolingen and Koen Veermans
Virtual and Augmented Reality, Simulation and Serious Games for Education
1st ed. 2021
Logo of the publisher Editors Yiyu Cai Nanyang Technological University - photo 2
Logo of the publisher
Editors
Yiyu Cai
Nanyang Technological University, Singapore, Singapore
Wouter van Joolingen
Utrecht University, Utrecht, The Netherlands
Koen Veermans
University of Turku, Turku, Finland
ISSN 2197-9685 e-ISSN 2197-9693
Gaming Media and Social Effects
ISBN 978-981-16-1360-9 e-ISBN 978-981-16-1361-6
https://doi.org/10.1007/978-981-16-1361-6
The Editor(s) (if applicable) and The Author(s), under exclusive license to Springer Nature Singapore Pte Ltd. 2021
This work is subject to copyright. All rights are solely and exclusively licensed by the Publisher, whether the whole or part of the material is concerned, specifically the rights of translation, reprinting, reuse of illustrations, recitation, broadcasting, reproduction on microfilms or in any other physical way, and transmission or information storage and retrieval, electronic adaptation, computer software, or by similar or dissimilar methodology now known or hereafter developed.
The use of general descriptive names, registered names, trademarks, service marks, etc. in this publication does not imply, even in the absence of a specific statement, that such names are exempt from the relevant protective laws and regulations and therefore free for general use.
The publisher, the authors and the editors are safe to assume that the advice and information in this book are believed to be true and accurate at the date of publication. Neither the publisher nor the authors or the editors give a warranty, expressed or implied, with respect to the material contained herein or for any errors or omissions that may have been made. The publisher remains neutral with regard to jurisdictional claims in published maps and institutional affiliations.

This Springer imprint is published by the registered company Springer Nature Singapore Pte Ltd.

The registered company address is: 152 Beach Road, #21-01/04 Gateway East, Singapore 189721, Singapore

Contents
Koen Veermans , Wouter van Joolingen and Yiyu Cai
Boglrka Brezovszky , Koen Veermans , Minna Hannula-Sormunen and Erno Lehtinen
Marios Papaevripidou , Tasos Hovardas and Zacharias Zacharia
Poernomo Gunawan , James Kwan , Yiyu Cai and Rui Yang
Choon Guan Pang , Shanti Devi , Derick Wong , Yiyu Cai and Ryan Ba
Guorong Hoe , Qi Cao , Jieqiong Chen and Yiyu Cai
Umesh Ramnarain and Mafor Penn
Marios Papaevripidou , Nikoletta Xenofontos , Tasos Hovardas and Zacharias Zacharia
Antti Lehtinen , Markus Hhkiniemi and Pasi Nieminen
Koen Veermans and Tomi Jaakkola
Wouter van Joolingen , Sui Lin Goei , Henri Matimba , Ryan Kyaw Thu Aung Ba and Teresa Pedro Gomez Dias
Ryan Kyaw Thu Aung Ba , Lihui Huang , Siti Faatihah Binte Mohd Taib , Jieqiong Chen , Ye Kyaw Aung and Yiyu Cai
Timothy Ter Ming Tan and Aik-Ling Tan
Hua Ren and Xinyu Zhang
The Author(s), under exclusive license to Springer Nature Singapore Pte Ltd. 2021
Y. Cai et al. (eds.) Virtual and Augmented Reality, Simulation and Serious Games for Education Gaming Media and Social Effects https://doi.org/10.1007/978-981-16-1361-6_1
Introduction
Koen Veermans
(1)
University of Turku, Turku, Finland
(2)
Freudental Institute, Utrecht University, Utrecht, The Netherlands
(3)
Nanyang Technological University, Singapore, Singapore
Koen Veermans
Email:
Abstract

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.

Keywords
Augmented and virtual reality Simulations Games Inquiry based learning Teacher
Background

This book results from the fourth Asia-Europe Symposium on Simulation and Serious Games (EASSSG). The EASSSG alternates between Europe and Asia with the first held at Nanyang Technological University, Singapore [] in Beijing Normal University at Zuhai as part of the ACM SIGGRAPH International Conference on Virtual-Reality Continuum and Applications in Industry and the fourth at the University of Turku, Finland. The symposium is devoted to providing insights for designers, researchers and practitioners that aspire to enhance the uptake of virtual and augmented reality (VAR), simulation and serious games in education. In the current situation, these insights may help to realize the potential benefits of VAR, simulation and serious games in classrooms across the world.

About the Book

VAR, simulations and serious games hold great promise for education. They have the potential to be used in student-centered learning environments where students actively engage with learning material leading to more integrated knowledge in comparison with teacher-centered learning environments. This aligns well with policies that advocate a shift from teacher-centered education toward more learner-centered education (e.g., [].

There are several reasons that contribute both to the idea that student-centered inquiry-based learning may not benefit learning and to the uptake of VAR, simulation and serious games. One is that inquiry-based instruction is still sometimes considered as single category, while Hmelo-Silver et al. [] to the conclusion that serious games should not be used because they are believed to be motivating but because of proven learning (or motivational) outcomes.

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