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Chapitre D'ouvrage Année : 2019

Games, Simulations, Immersive Environments, and Emerging Technologies

Résumé

This entry presents an overview of advanced technologies to support teaching and learning. The use of innovative interactive systems for education has never been higher. Far from being just a trend, the objective is to use the current technology to cover educational needs and create relevant pedagogical situations. The arguments in their favor are generally their positive effects on learners’ motivation and the necessity to provide learning methods adapted to our growing digital culture. The new learning technologies and emerging trends are first reviewed hereunder. We thus define and discuss learning games, gamification, simulation, immersive environments and other emerging technologies. Then, the current limits and remaining scientific challenges are highlighted.
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Dates et versions

hal-02264208 , version 1 (06-08-2019)

Identifiants

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Sébastien George. Games, Simulations, Immersive Environments, and Emerging Technologies. Tatnall A. Encyclopedia of Education and Information Technologies, Springer International Publishing, pp.1-10, 2019, 978-3-319-60013-0. ⟨10.1007/978-3-319-60013-0_36-1⟩. ⟨hal-02264208⟩
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