Seller: GreatBookPrices, Columbia, MD, U.S.A.
Condition: New.
Seller: GreatBookPrices, Columbia, MD, U.S.A.
Condition: As New. Unread book in perfect condition.
Seller: GreatBookPricesUK, Woodford Green, United Kingdom
£ 119.30
Quantity: Over 20 available
Add to basketCondition: New.
Seller: GreatBookPricesUK, Woodford Green, United Kingdom
£ 130.34
Quantity: Over 20 available
Add to basketCondition: As New. Unread book in perfect condition.
ISBN 10: 8337344660 ISBN 13: 9788337344660
Seller: Books Puddle, New York, NY, U.S.A.
Condition: New.
ISBN 10: 8337344660 ISBN 13: 9788337344660
Seller: Biblios, Frankfurt am main, HESSE, Germany
Condition: New.
Seller: PBShop.store US, Wood Dale, IL, U.S.A.
PAP. Condition: New. New Book. Shipped from UK. THIS BOOK IS PRINTED ON DEMAND. Established seller since 2000.
Seller: PBShop.store UK, Fairford, GLOS, United Kingdom
£ 119.53
Quantity: Over 20 available
Add to basketPAP. Condition: New. New Book. Delivered from our UK warehouse in 4 to 14 business days. THIS BOOK IS PRINTED ON DEMAND. Established seller since 2000.
Seller: Grand Eagle Retail, Bensenville, IL, U.S.A.
Paperback. Condition: 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, experiment, 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.
Seller: PBShop.store UK, Fairford, GLOS, United Kingdom
£ 151.30
Quantity: Over 20 available
Add to basketHRD. Condition: New. New Book. Delivered from our UK warehouse in 4 to 14 business days. THIS BOOK IS PRINTED ON DEMAND. Established seller since 2000.
Seller: PBShop.store US, Wood Dale, IL, U.S.A.
HRD. Condition: New. New Book. Shipped from UK. THIS BOOK IS PRINTED ON DEMAND. Established seller since 2000.
Seller: CitiRetail, Stevenage, United Kingdom
Paperback. Condition: 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, experiment, 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.
Seller: Grand Eagle Retail, Bensenville, IL, U.S.A.
Hardcover. Condition: new. Hardcover. 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, experiment, 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.
Seller: CitiRetail, Stevenage, United Kingdom
Hardcover. Condition: new. Hardcover. 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, experiment, 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.
Seller: AussieBookSeller, Truganina, VIC, Australia
Paperback. Condition: 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, experiment, 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.
Seller: preigu, Osnabrück, Germany
Taschenbuch. Condition: 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.
Seller: AussieBookSeller, Truganina, VIC, Australia
Hardcover. Condition: new. Hardcover. 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, experiment, 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.
Seller: preigu, Osnabrück, Germany
Buch. Condition: Neu. Engaging Learners With Immersive Technologies and Game-Based Learning | Filipe T. Moreira (u. a.) | Buch | Englisch | 2025 | IGI GLOBAL SCIENTIFIC PUBLISHING | EAN 9798337344652 | Verantwortliche Person für die EU: Libri GmbH, Europaallee 1, 36244 Bad Hersfeld, gpsr[at]libri[dot]de | Anbieter: preigu Print on Demand.