Description
Book SynopsisExtended Reality Technology in Education and Game-Based Learning.- Enhancing Employability through Virtual Reality (VR) Simulations: Empirical Evidence from Higher Education.- Playful First Steps: Virtual Reality and Gamification to Ease Employee Onboarding.- Using the Online Game-Based Learning Tool Kahoot! to Enhance Learning Experiences in Virtual Lectures.- Enhancing Scientific Concept Retention and Critical Thinking Skills in Grade 9 Students Through Gamification.- Caesar’s Adventure and the Enhancement of Cryptography Learning through Gamification.- Transforming Language Education through Jigsaw Puzzle: A Focus on Enhancing Learning Continuity and Recovery Amidst Educational Crisis.- A Theoretical Framework for Integrating Artificial Intelligence, Virtual Reality, and Metaverse in Speaking Skills Enhancement.- A Stimulus-Response Theory Approach: Integrating Board Game Design and Storytelling for Enhanced Educational Engagement.- Integrating Virtual Reality Technology in Tourism and Hospitality Education: Student Learning Experiences and Implications.- Exploring Filipino Senior High School Students’ Digital Competencies in Technology-Driven Classrooms.