Joolingen Wouter (48 results)
Published by Leiden, SSR 1986 geillustreerd, 1986
Seller: Antiquarian Bookshop Klikspaan, Leiden, NetherlandsAntiquarian Bookshop Klikspaan
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Add to basket160 pag. - Gebrocheerd.

Vr, Simulations and Serious Games for Education
Cai, Yiyu (EDT); Van Joolingen, Wouter (EDT); Walker, Zachary (EDT)
Language: English
Published by Springer, 2018
Series: Gaming Media and Social Effects, Book 11 of 14. Book 11 of 14 - Gaming Media and Social Effects
- Hardcover
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Language: English
Published by Springer, 2018
Series: Gaming Media and Social Effects, Book 11 of 14. Book 11 of 14 - Gaming Media and Social Effects
- Hardcover
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Language: English
Published by Springer, 2019
Series: Gaming Media and Social Effects, Book 11 of 14. Book 11 of 14 - Gaming Media and Social Effects
- Softcover
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Vr, Simulations and Serious Games for Education
Cai, Yiyu (EDT); Van Joolingen, Wouter (EDT); Walker, Zachary (EDT)
Language: English
Published by Springer, 2018
Series: Gaming Media and Social Effects, Book 11 of 14. Book 11 of 14 - Gaming Media and Social Effects
- Hardcover
Seller: GreatBookPrices, Columbia, MD, U.S.A.GreatBookPrices
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Vr, Simulations and Serious Games for Education
Cai, Yiyu (EDT); Van Joolingen, Wouter (EDT); Walker, Zachary (EDT)
Language: English
Published by Springer, 2018
Series: Gaming Media and Social Effects, Book 11 of 14. Book 11 of 14 - Gaming Media and Social Effects
- Hardcover
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Vr, Simulations and Serious Games for Education
Cai, Yiyu (EDT); Van Joolingen, Wouter (EDT); Walker, Zachary (EDT)
Language: English
Published by Springer, 2018
Series: Gaming Media and Social Effects, Book 11 of 14. Book 11 of 14 - Gaming Media and Social Effects
- Hardcover
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Language: English
Published by Springer, 2022
Series: Gaming Media and Social Effects, Book 14 of 14. Book 14 of 14 - Gaming Media and Social Effects
- Softcover
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Language: English
Published by Springer, 2021
Series: Gaming Media and Social Effects, Book 14 of 14. Book 14 of 14 - Gaming Media and Social Effects
- Hardcover
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Language: English
Published by Springer, 2019
Series: Gaming Media and Social Effects, Book 11 of 14. Book 11 of 14 - Gaming Media and Social Effects
- Softcover
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Condition: New. pp. VI, 128 54 illus., 49 illus. in color. 1 Edition NO-PA16APR2015-KAP.

Language: English
Published by Springer, 2018
Series: Gaming Media and Social Effects, Book 11 of 14. Book 11 of 14 - Gaming Media and Social Effects
- Hardcover
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Language: English
Published by Springer Nature Singapore, 2022
Series: Gaming Media and Social Effects, Book 14 of 14. Book 14 of 14 - Gaming Media and Social Effects
- Softcover
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Condition: Hervorragend. Zustand: Hervorragend | Sprache: Englisch | Produktart: Bücher | 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.
More imagesLanguage: English
Published by Springer, 2019
Series: Gaming Media and Social Effects, Book 11 of 14. Book 11 of 14 - Gaming Media and Social Effects
- Softcover
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Taschenbuch. Condition: Neu. VR, Simulations and Serious Games for Education | Yiyu Cai (u. a.) | Taschenbuch | Gaming Media and Social Effects | vi | Englisch | 2019 | Springer | EAN 9789811348105 | Verantwortliche Person für die EU: Springer Verlag GmbH, Tiergartenstr. 17, 69121 Heidelberg, juergen[dot]hartmann[at]springer[dot…]com | Anbieter: preigu.

VR, Simulations and Serious Games for Education
Cai, Yiyu (Edited by)/ van Joolingen, Wouter (Edited by)/ Walker, Zachary (Edited by)
Language: English
Published by Springer, 2018
Series: Gaming Media and Social Effects, Book 11 of 14. Book 11 of 14 - Gaming Media and Social Effects
- Hardcover
Seller: Revaluation Books, Exeter, United KingdomRevaluation Books
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Hardcover. Condition: Brand New. 128 pages. 9.50x6.50x0.50 inches. In Stock.

Language: English
Published by Springer Nature Singapore, Springer Nature Singapore, 2018
Series: Gaming Media and Social Effects, Book 11 of 14. Book 11 of 14 - Gaming Media and Social Effects
- Hardcover
Seller: AHA-BUCH GmbH, Einbeck, GermanyAHA-BUCH GmbH
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Buch. Condition: Neu. Druck auf Anfrage Neuware - Printed after ordering - This book introduces state-of-the-art research on simulation and serious games for education. Based partially on work presented at the 3rd Asia-Europe Symposium on Simulation and Serious Games (3rd AESSSG) held in Zhuhai, China as part of the 2016 ACM SIG…GRAPH International Conference on Virtual-Reality Consortium and Applications in Industry (VRACI 2016), it includes a selection of the best papers from both.The book is divided into three major domains of education applications that use simulation and serious games: science, technology, engineering and mathematics (STEM) education; special needs education; and humanity and social science education.A valuable resource for researchers and developers in simulation and serious games for education benefit from this book, it also offers educators and professionals involved in training insights into the possible applications of simulation and serious games in various areas.

Language: English
Published by Springer, Springer, 2019
Series: Gaming Media and Social Effects, Book 11 of 14. Book 11 of 14 - Gaming Media and Social Effects
- Softcover
Seller: AHA-BUCH GmbH, Einbeck, GermanyAHA-BUCH GmbH
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Taschenbuch. Condition: Neu. Druck auf Anfrage Neuware - Printed after ordering - This book introduces state-of-the-art research on simulation and serious games for education. Based partially on work presented at the 3rd Asia-Europe Symposium on Simulation and Serious Games (3rd AESSSG) held in Zhuhai, China as part of the 2016…ACM SIGGRAPH International Conference on Virtual-Reality Consortium and Applications in Industry (VRACI 2016), it includes a selection of the best papers from both.The book is divided into three major domains of education applications that use simulation and serious games: science, technology, engineering and mathematics (STEM) education; special needs education; and humanity and social science education.A valuable resource for researchers and developers in simulation and serious games for education benefit from this book, it also offers educators and professionals involved in training insights into the possible applications of simulation and serious games in various areas.

Language: English
Published by Springer, 2022
Series: Gaming Media and Social Effects, Book 14 of 14. Book 14 of 14 - Gaming Media and Social Effects
- Softcover
Seller: Books Puddle, New York, NY, U.S.A.Books Puddle
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Language: English
Published by Springer, 2021
Series: Gaming Media and Social Effects, Book 14 of 14. Book 14 of 14 - Gaming Media and Social Effects
- Hardcover
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Language: English
Published by Springer Nature Singapore, Springer Nature Singapore, 2022
Series: Gaming Media and Social Effects, Book 14 of 14. Book 14 of 14 - Gaming Media and Social Effects
- Softcover
Seller: AHA-BUCH GmbH, Einbeck, GermanyAHA-BUCH GmbH
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Taschenbuch. Condition: Neu. Druck auf Anfrage Neuware - Printed after ordering - 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.

Language: English
Published by Springer Nature Singapore, Springer Nature Singapore, 2021
Series: Gaming Media and Social Effects, Book 14 of 14. Book 14 of 14 - Gaming Media and Social Effects
- Hardcover
Seller: AHA-BUCH GmbH, Einbeck, GermanyAHA-BUCH GmbH
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Buch. Condition: Neu. Druck auf Anfrage Neuware - Printed after ordering - 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.

Virtual and Augmented Reality, Simulation and Serious Games for Education
Cai, Yiyu (Editor)/ Van Joolingen, Wouter (Editor)/ Veermans, Koen (Editor)
Language: English
Published by Springer Nature, 2021
Series: Gaming Media and Social Effects, Book 14 of 14. Book 14 of 14 - Gaming Media and Social Effects
- Hardcover
Seller: Revaluation Books, Exeter, United KingdomRevaluation Books
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Hardcover. Condition: Brand New. 188 pages. 9.25x6.25x0.50 inches. In Stock.

Language: English
Published by Springer, 2019
Series: Gaming Media and Social Effects, Book 11 of 14. Book 11 of 14 - Gaming Media and Social Effects
- Softcover
- Print on Demand
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Language: English
Published by Springer, 2018
Series: Gaming Media and Social Effects, Book 11 of 14. Book 11 of 14 - Gaming Media and Social Effects
- Hardcover
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Language: English
Published by Springer, 2019
Series: Gaming Media and Social Effects, Book 11 of 14. Book 11 of 14 - Gaming Media and Social Effects
- Softcover
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Language: English
Published by Springer, 2018
Series: Gaming Media and Social Effects, Book 11 of 14. Book 11 of 14 - Gaming Media and Social Effects
- Hardcover
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Language: English
Published by Springer, 2022
Series: Gaming Media and Social Effects, Book 14 of 14. Book 14 of 14 - Gaming Media and Social Effects
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Language: English
Published by Springer, 2021
Series: Gaming Media and Social Effects, Book 14 of 14. Book 14 of 14 - Gaming Media and Social Effects
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Language: English
Published by Springer, 2022
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Language: English
Published by Springer, 2021
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Language: English
Published by Springer Nature Singapore Okt 2018, 2018
Series: Gaming Media and Social Effects, Book 11 of 14. Book 11 of 14 - Gaming Media and Social Effects
- Hardcover
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Seller: BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, GermanyBuchWeltWeit Ludwig Meier e.K.
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Buch. Condition: Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -This book introduces state-of-the-art research on simulation and serious games for education. Based partially on work presented at the 3rd Asia-Europe Symposium on Simulation and Serious Games (3rd AESSSG) held in Zhuhai, China as part of…the 2016 ACM SIGGRAPH International Conference on Virtual-Reality Consortium and Applications in Industry (VRACI 2016), it includes a selection of the best papers from both.The book is divided into three major domains of education applications that use simulation and serious games: science, technology, engineering and mathematics (STEM) education; special needs education; and humanity and social science education.A valuable resource for researchers and developers in simulation and serious games for education benefit from this book, it also offers educators and professionals involved in training insights into the possible applications of simulation and serious games in various areas. 136 pp. Englisch.