Gamified Education

Innovating Learning Through Play and Technology

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Éditeur :

Springer

Paru le : 2026-02-04

Gamified Education – Innovating Learning Through Play and Technology explores how gamification is reshaping education by integrating game-based design, motivational science, and emerging technologies. The book covers theoretical foundations, instructional strategies, and practical im...
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Éditeur

Collection
n.c

Parution
2026-02-04

Pages
423 pages

EAN papier
9783032047175

Dr. Muralidhar Kurni is an associate professor in the Department of Computer Science and Engineering at Anantha Lakshmi Institute of Technology & Sciences, Ananthapuramu, India. He is a senior member of the IEEE and a professional member of ACM, the author of many textbooks, and a reviewer for reputable international journals and conferences. Mr. Ramesh Krishnamaneni is a Solutions Architect at IBM in the USA, specializing in hybrid cloud, artificial intelligence, high-performance computing, and quantum computing. He has successfully designed and delivered gamified training programs and workshops that created dynamic learning environments and led to measurable improvements in traineeperformance. He holds a Post Graduate Program in Artificial Intelligence and Machine Learning and leads enterprise cloud and AI strategy engagements for global clients. Dr. Srinivasa K. G. is the Dean of Academics and Professor of Data Science and Artificial Intelligence at the International Institute of Information Technology, Naya Raipur, Chhattisgarh, India. He is recognized for his innovative teaching practices, outcome-based education, and contributions to cyber-physical systems and fog computing.

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EAN PDF
9783032047182
Prix
137,14 €
Nombre pages copiables
4
Nombre pages imprimables
42
Taille du fichier
30054 Ko
EAN EPUB
9783032047182
Prix
137,14 €
Nombre pages copiables
4
Nombre pages imprimables
42
Taille du fichier
29706 Ko

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