Greetings, readers! Now that Amazon has disabled its popular ebook lending feature, we're more committed than ever to helping you find the best ways to borrow FREE or save big on the Kindle books that you want to read. Kindle Unlimited and Amazon Prime Reading offer members free reading access to over 1 million titles, including Kindle books, magazines, and audiobooks. Beginning soon, each day in this space we will feature "Today's FREEbies and Top Deals for Our Favorite Readers" to share top 5-star titles that are available for KU and Prime members to read FREE, plus a link to a 30-day FREE trial for Kindle Unlimited!

Lendle

Lendle is a participant in the Amazon Services LLC Associates Program, an affiliate advertising program designed to provide a means for sites to earn advertising fees by advertising and linking to Amazon.com. As an Amazon Associates participant, we earn small amounts from qualifying purchases on the Amazon sites.

Apart from its participation in the Associates Program, Lendle is not affiliated with Amazon or Kindle in any other way. Amazon, Kindle and the Amazon and Kindle logos are trademarks of Amazon.com, Inc. or its affiliates. Certain content that appears on this website is provided by Amazon Services LLC. This content is provided "as is" and is subject to change or removal at any time. Lendle is published independently by Stephen Windwalker and Windwalker Media and is not endorsed by Amazon.com, Inc.

Increasing Student Engagement and Retention Using Immersive Interfaces: Virtual Worlds, Gaming, and Simulation uses case studies, surveys, and literature reviews to critically examine how gaming, simulation, and virtualization are being used to improve teamwork and leadership skills in students, create engaging communities of practice, and as experiential learning tools to create inter-cultural, multi-perspective, and global experiences. Chapters include how to increase learner engagement using serious games, using game features for classroom engagement, using client-based peer assessment in multi-role, whole-enterprise simulations, using virtual worlds to develop teacher candidate skills, enhancing leadership skills through virtual simulation, using online video simulation for educational leadership, using augmented reality in education, using open source software in education, using educational robotics laboratories to enhance active learning, and utilizing the virtual learning environment to encourage faculty reflection. This volume will also discuss a framework for deploying and assessing these technologies.

Genres for this book