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Handbook of Research on Immersive Digital Games in Educational Environments

research trends and innovations in this field. The Handbook of Research on Immersive Digital Games in Educational Environments provides emerging;

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Playing with the Past

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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Implementing Augmented Reality Into Immersive Virtual Learning Environments

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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Implementing Augmented Reality Into Immersive Virtual Learning Environments

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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Digital Games and Learning

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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Digital Games and Learning

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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Global Perspectives on Gameful and Playful Teaching and Learning

learning instruction. Improving the interaction between learning outcomes and motivation in games (both digital and analog) and promoting best;

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Global Perspectives on Gameful and Playful Teaching and Learning

learning instruction. Improving the interaction between learning outcomes and motivation in games (both digital and analog) and promoting best;

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Designing Immersive Video Games Using 3DUI Technologies

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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Data Analytics Approaches in Educational Games and Gamification Systems

can enhance learning outcomes. This book focuses on the application of data analytics approaches and research on human behaviour analysis;

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Data Analytics Approaches in Educational Games and Gamification Systems

can enhance learning outcomes. This book focuses on the application of data analytics approaches and research on human behaviour analysis;

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Educational and Social Dimensions of Digital Transformation in Organizations

, managers, educational administrators, IT professionals, researchers, and system developers seeking current research on organizational preparedness;

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Computer Games and New Media Cultures

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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Handbook of Digital Games

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

Learning Technologies and User Interaction explores the complex interplay between educational technologies and those who rely on them to;

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Games: Purpose and Potential in Education

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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Games: Purpose and Potential in Education

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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Interactive & Digital Media for Education in Virtual Learning Environments

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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Exploring the Digital Frontier

This volume presents international research and exhaustive reviews of literature on a range of issues related to the evolving digital;

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Handbook of Game-Based Learning

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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Computer Games And Team And Individual Learning

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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Augmented Reality Games II

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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The Cambridge Handbook of Multimedia Learning

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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Educational & Learning Games

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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Handbook of Research on Digital Learning

that technology could have on this significant profession. The Handbook of Research on Digital Learning is an essential reference source;

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Recent Advances in Applying Identity and Society Awareness to Virtual Learning

groundbreaking research on the use of 3D design thinking and cognitive apprenticeship in virtual learning spaces for team science, transdisciplinarity;

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Transactions on Edutainment X

first one features original research papers on interactive digital storytelling in the applied context of edutainment; the second part contains;

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