Explore: Immersive Learning

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AI-Generated Overview About “immersive-learning”:


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Source: The Open Library

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1English-Romanian Language Course

A Practical Spoken Approach with Humour, Context & Assimilation

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“English-Romanian Language Course” Metadata:

  • Title: ➤  English-Romanian Language Course
  • Author:
  • Publisher: Aart Bark
  • Publish Date:

“English-Romanian Language Course” Subjects and Themes:

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Access and General Info:

  • First Year Published: 2011
  • Is Full Text Available: No
  • Is The Book Public: No
  • Access Status: No_ebook

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Immersive learning

Immersive learning is a learning method with students being immersed into a virtual dialogue, the feeling of presence is used as an evidence of getting

Immerse Learning

Immerse Learning with a proprietary immersive learning platform designed specifically for corporate and higher education programmes. In 2016 Immerse Learning

Dojo

Japanese pronunciation: [doꜜː(d)ʑoː]) is a hall or place for immersive learning, experiential learning, or meditation. This is traditionally in the field of

Immersion (virtual reality)

"Home - Immersive Education Initiative". Immersiveeducation.org. Retrieved 20 April 2019. "Immersive Learning Research Network". Immersive Learning Research

Immerse

the Rockies Immerse Learning, online virtual school Immerse, Malaysia-based marketing agency acquired and rebranded as Havas Immerse "Immerse" (2015), video

Virti

States, Canada, the United Kingdom, New Zealand, and Taiwan. Virti immersive learning technologies are used by organizations globally including Amazon,

College of Communication, Information, and Media

students and 200 graduate students. CCIM provides the university with immersive learning programs, internships, and projects. Ball State defines these opportunities

Numedeon

Numedeon's immersive virtual worlds are based on a proprietary online platform developed since 1999 through operation of its immersive learning environments

Edusim

whiteboards as the hardware platform for the "immersive touch" 3D NUI direct manipulation of the 3D learning content. For example, students are able to play

Kobayashi Maru

the game. Ideas and products focusing on immersive learning have also been compared to the realistic, immersive nature of the Kobayashi Maru test. Speculative