Engaging Learners with Immersive Technologies and Game-Based Learning

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Bibliographic Details
Title: Engaging Learners with Immersive Technologies and Game-Based Learning
Language: English
Authors: Filipe T. Moreira, Rui Oliva Teles
Source: IGI Global. 2026.
Availability: IGI Global. 701 East Chocolate Avenue Suite 200, Hershey, PA 17033. Tel: 866-342-6657; Tel: 717-533-8845; Fax: 717-533-8661; e-mail: cust@igi-global.com; Web site: http://www.igi-global.com/
Peer Reviewed: Y
Page Count: 488
Publication Date: 2026
Intended Audience: Teachers; Researchers
Document Type: Book
Collected Works - General
Descriptors: Learner Engagement, Game Based Learning, Educational Technology, Artificial Intelligence, Technology Uses in Education, Computer Simulation, Electronic Learning, Gamification, Learning Analytics, Inclusion, Ethics, Laws, Teacher Education, Educational Policy, Policy Formation
DOI: 10.4018/979-8-3373-4465-2
ISBN: 979-83-373-4465-2
Abstract: 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.
Abstractor: As Provided
Entry Date: 2026
Accession Number: ED680185
Database: ERIC
Description
Abstract: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.
ISBN:979-83-373-4465-2
DOI:10.4018/979-8-3373-4465-2