9798337344669 - engaging learners with immersive technologies and game-based learning (10 risultati)

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Da: GreatBookPrices, Columbia, MD, U.S.A.GreatBookPrices
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EUR 148,06
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Da: GreatBookPrices, Columbia, MD, U.S.A.GreatBookPrices
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EUR 154,77
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Da: GreatBookPricesUK, Woodford Green, Regno UnitoGreatBookPricesUK
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EUR 142,67
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Da: GreatBookPricesUK, Woodford Green, Regno UnitoGreatBookPricesUK
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Da: PBShop.store UK, Fairford, GLOS, Regno UnitoPBShop.store UK
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EUR 142,68
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PAP. Condizione: New. New Book. Delivered from our UK warehouse in 4 to 14 business days. THIS BOOK IS PRINTED ON DEMAND. Established seller since 2000.

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Da: PBShop.store US, Wood Dale, IL, U.S.A.PBShop.store US
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EUR 150,42
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PAP. Condizione: New. New Book. Shipped from UK. THIS BOOK IS PRINTED ON DEMAND. Established seller since 2000.

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Da: Grand Eagle Retail, Bensenville, IL, U.S.A.Grand Eagle Retail
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EUR 175,07
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Paperback. Condizione: new. Paperback. Immersive technologies and game-based learning transform education by turning traditional lessons into dynamic, interactive experiences. Through tools like virtual and augmented reality, simulations, and educational games, learners are transported into environments where they can explore, e…xperiment, and problem-solve in meaningful ways. These immersive approaches increase motivation and engagement while supporting active learning rather than simple observation. As classrooms evolve, integrating these technologies offers powerful opportunities to create personalized learning experiences that engage students and foster knowledge development. Engaging Learners With Immersive Technologies and Game-Based Learning explores educational technologies and their role in teaching and learning processes. It examines how innovations like AI, AR, VR, mobile learning, gamification, and learning analytics reshape education, and addresses challenges and opportunities related to digital inclusion, teacher training, ethical implications, and policy development. This book covers topics such as digital technology, ethics and law, and teacher education, and is a useful resource for educators, engineers, academicians, researchers, and scientists. "This book provides a comprehensive and critical overview of how immersive technologies and game-based learning are being used to enhance student engagement, motivation, and learning outcomes. It brings together innovative theoretical frameworks, empirical research, case studies, and practical implementations from across the globe"-- Provided by publisher. This item is printed on demand. Shipping may be from multiple locations in the US or from the UK, depending on stock availability.

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Da: CitiRetail, Stevenage, Regno UnitoCitiRetail
Contatta il venditoreVenditore con 5 stelleCondizione: Nuovo
EUR 150,39
EUR 42,88 spedizioneSpedito da Regno Unito a U.S.A.Quantità: 1 disponibili
Paperback. Condizione: new. Paperback. Immersive technologies and game-based learning transform education by turning traditional lessons into dynamic, interactive experiences. Through tools like virtual and augmented reality, simulations, and educational games, learners are transported into environments where they can explore, e…xperiment, and problem-solve in meaningful ways. These immersive approaches increase motivation and engagement while supporting active learning rather than simple observation. As classrooms evolve, integrating these technologies offers powerful opportunities to create personalized learning experiences that engage students and foster knowledge development. Engaging Learners With Immersive Technologies and Game-Based Learning explores educational technologies and their role in teaching and learning processes. It examines how innovations like AI, AR, VR, mobile learning, gamification, and learning analytics reshape education, and addresses challenges and opportunities related to digital inclusion, teacher training, ethical implications, and policy development. This book covers topics such as digital technology, ethics and law, and teacher education, and is a useful resource for educators, engineers, academicians, researchers, and scientists. "This book provides a comprehensive and critical overview of how immersive technologies and game-based learning are being used to enhance student engagement, motivation, and learning outcomes. It brings together innovative theoretical frameworks, empirical research, case studies, and practical implementations from across the globe"-- Provided by publisher. This item is printed on demand. Shipping may be from our UK warehouse or from our Australian or US warehouses, depending on stock availability.

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Da: AussieBookSeller, Truganina, VIC, AustraliaAussieBookSeller
Contatta il venditoreVenditore con 5 stelleCondizione: Nuovo
EUR 203,56
EUR 31,97 spedizioneSpedito da Australia a U.S.A.Quantità: 1 disponibili
Paperback. Condizione: new. Paperback. Immersive technologies and game-based learning transform education by turning traditional lessons into dynamic, interactive experiences. Through tools like virtual and augmented reality, simulations, and educational games, learners are transported into environments where they can explore, e…xperiment, and problem-solve in meaningful ways. These immersive approaches increase motivation and engagement while supporting active learning rather than simple observation. As classrooms evolve, integrating these technologies offers powerful opportunities to create personalized learning experiences that engage students and foster knowledge development. Engaging Learners With Immersive Technologies and Game-Based Learning explores educational technologies and their role in teaching and learning processes. It examines how innovations like AI, AR, VR, mobile learning, gamification, and learning analytics reshape education, and addresses challenges and opportunities related to digital inclusion, teacher training, ethical implications, and policy development. This book covers topics such as digital technology, ethics and law, and teacher education, and is a useful resource for educators, engineers, academicians, researchers, and scientists. "This book provides a comprehensive and critical overview of how immersive technologies and game-based learning are being used to enhance student engagement, motivation, and learning outcomes. It brings together innovative theoretical frameworks, empirical research, case studies, and practical implementations from across the globe"-- Provided by publisher. This item is printed on demand. Shipping may be from our Sydney, NSW warehouse or from our UK or US warehouse, depending on stock availability.

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Da: preigu, Osnabrück, Germaniapreigu
Contatta il venditoreVenditore con 5 stelleCondizione: Nuovo
EUR 196,40
EUR 70,00 spedizioneSpedito da Germania a U.S.A.Quantità: 5 disponibili
Taschenbuch. Condizione: Neu. Engaging Learners With Immersive Technologies and Game-Based Learning | Filipe T. Moreira (u. a.) | Taschenbuch | Englisch | 2025 | IGI GLOBAL SCIENTIFIC PUBLISHING | EAN 9798337344669 | Verantwortliche Person für die EU: Libri GmbH, Europaallee 1, 36244 Bad Hersfeld, gpsr[at]libri[dot]de | Anbieter…: preigu Print on Demand.