| 000 | 01666nam a22002417a 4500 | ||
|---|---|---|---|
| 003 | OSt | ||
| 005 | 20260914104309.0 | ||
| 008 | 260914b |||||||| |||| 00| 0 eng d | ||
| 020 | _a978-9813369412 | ||
| 041 | _aeng | ||
| 082 | _a371.33468 CAI-W | ||
| 245 |
_a When VR serious games meet special needs education : _bresearch, development and their applications |
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| 260 |
_aSingapore : _bSpringer, _c2021 |
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| 300 | _ax, 217p. | ||
| 440 |
_aGaming media and social effects _997670 |
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| 500 | _aFirst published 2021. | ||
| 520 | _aThis book presents selected research and development on virtual reality (VR) and serious games (SG) applications to assist children with Autism Spectrum Disorder (ASD) in their learning of different skills. Children with ASD have challenges to learn skills of learning, living, and working, due to their cognitive and behavioral limitations. The authors and their research teams of this book have many years’ research experience developing innovative and interactive VR and SG technology for the special needs education. More specifically, several VR serious games are designed to train children with ASD on learning skill, life skill, and job skill. Such games are often developed based on the needs of special education and used by special needs schools in Singapore. This book is a useful resource for students, scholars, and designers of learning material who want to embrace VR and SG for children with ASD. | ||
| 650 |
_aTeaching _xVirtual reality _997671 |
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| 650 |
_aComputer _xAssisted instruction _997672 |
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| 650 |
_aSpecial education _xTechnological innovations. _997673 |
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| 942 | _cBK | ||
| 999 |
_c201076 _d201076 |
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