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research trends and innovations in this field. The Handbook of Research on Immersive Digital Games in Educational Environments provides emerging;
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technology and creative ideas for more engaging and educational games and virtual learning environments.This second edition builds on and updates the;
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potential of AR with the most effective instructional model for immersing learners in the learning process. With current research focused heavily on;
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potential of AR with the most effective instructional model for immersing learners in the learning process. With current research focused heavily on;
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In recent years, there has been growing interest in the use of digital games to enhance teaching and learning at all educational levels;
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In recent years, there has been growing interest in the use of digital games to enhance teaching and learning at all educational levels;
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learning instruction. Improving the interaction between learning outcomes and motivation in games (both digital and analog) and promoting best;
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learning instruction. Improving the interaction between learning outcomes and motivation in games (both digital and analog) and promoting best;
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benefits. This book presents state of the art research on exploring 3D user interface technologies for improving video games. It also presents a;
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can enhance learning outcomes. This book focuses on the application of data analytics approaches and research on human behaviour analysis;
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can enhance learning outcomes. This book focuses on the application of data analytics approaches and research on human behaviour analysis;
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, managers, educational administrators, IT professionals, researchers, and system developers seeking current research on organizational preparedness;
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publications. As an overview of the current state of research into digital gaming, the 42 papers included in this handbook focus on the social and;
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This book covers the state-of-the-art in digital games research and development for anyone working with or studying digital games and those;
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Learning Technologies and User Interaction explores the complex interplay between educational technologies and those who rely on them to;
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focusing on educational games. As a result, games have also become a hot topic in the area of educational technology research. This increased;
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focusing on educational games. As a result, games have also become a hot topic in the area of educational technology research. This increased;
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integrated view on this paradigm shift for education. The emphasis of this book is placed on the research on innovative tools and approaches, and;
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This volume presents international research and exhaustive reviews of literature on a range of issues related to the evolving digital;
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sociocultural. They explore research on whether (and how) computer games can help students learn educational content and academic skills; which game;
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Documents research on the impact of computer games on the learning of adults. Computer games and learning are characterized from a series;
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reality games and consider a wide range of its major issues. These first ever research monographs on augmented reality games have been written by;
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During the past 10 years, the field of multimedia learning has emerged as a coherent discipline with an accumulated research base that has;
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How do we currently use educational technology? What are possible uses of educational technology and games in the future? The purpose;
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that technology could have on this significant profession. The Handbook of Research on Digital Learning is an essential reference source;
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groundbreaking research on the use of 3D design thinking and cognitive apprenticeship in virtual learning spaces for team science, transdisciplinarity;
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first one features original research papers on interactive digital storytelling in the applied context of edutainment; the second part contains;
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