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  • Museums and Interactive Virtual Learning
    Museums and Interactive Virtual Learning

    Museums and Interactive Virtual Learning provides informal educators with practical resources that will help them to build dynamic digital engagement experiences within their own cultural organizations. Presenting vignettes from experienced museum educators and end users, as well as scientific data and practical resources, the book highlights the mutual benefits that Interactive Virtual Learning (IVL) programs offer to the museum and those visiting from a distance.Chapters mirror the step-by-step process of developing reputable IVL programs and emphasize how important it is for cultural organizations to encourage cross-departmental collaboration, if they wish to ensure that their programs align with the overall goals of the organization.Providing a thorough overview of the technologies, budget, marketing and staff requirements, the authors offer a realistic depiction of the work involved in building content for digital engagement.Emphasizing the importance of assessing existing programming, the book shows how institutions can adapt content to fit a virtual format and create inclusive digital engagement opportunities that reach local, national, and international audiences. Museums and Interactive Virtual Learning is an essential guide for professionals who are tasked with interpreting the content of a cultural organization and building lasting digital engagement opportunities.It will be particularly useful to those looking to reach diverse audiences.

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  • Technologies, Innovation, and Change in Personal and Virtual Learning Environments
    Technologies, Innovation, and Change in Personal and Virtual Learning Environments

    Over the last decade there continues to be an increase in the technology and how it affects our lives.Since then the incorporation of electronic databases and other communication tools for students, faculty and staff, virtual learning environments have become an important innovation in the student learning experience. Technologies, Innovation, and Change in Personal and Virtual Learning Environments presents a widespread collection of research on the growth, innovation and implementation of learning technologies for educators, technologists and trainers.The book is a useful source for academics and professionals interested in information and communication technologies.

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  • Science, Technology And Innovation Indicators : Lessons from the Development Experience in Africa
    Science, Technology And Innovation Indicators : Lessons from the Development Experience in Africa


    Price: 39.95 £ | Shipping*: 0.00 £
  • Prepaid Virtual Mastercard £20
    Prepaid Virtual Mastercard £20

    A Virtual Mastercard Card is a prepaid Mastercard, complete with unique numbers, that is delivered instantly via email. It can be used anywhere that Mastercard is accepted, both online or by phone. To shop with Prepaid Virtual Mastercard Add to your Mobile Wallet for a contactless way to pay in store. To Shop Online, select and enter the card information as you would a credit or debit card. Always ensure the balance is more than the entire cost of the purchase (incl taxes). Important notes: Y...

    Price: 24.06 € | Shipping*: 0.00 GBP €
  • How will technology look in 20 years?

    In 20 years, technology is likely to be even more integrated into our daily lives, with advancements in artificial intelligence, virtual reality, and augmented reality. We can expect to see more seamless connectivity between devices, as well as increased automation in various industries. There may also be significant progress in fields such as biotechnology and quantum computing, leading to breakthroughs in healthcare and data processing. Overall, technology in 20 years is likely to be more advanced, efficient, and pervasive than it is today.

  • Does anyone have experience with Levomin 20?

    As an AI, I do not have personal experiences. Levomin 20 is a combined oral contraceptive pill that contains two hormones, ethinylestradiol and levonorgestrel. It is commonly used to prevent pregnancy and regulate menstrual cycles. It is important to consult with a healthcare provider before starting any new medication to discuss potential side effects and determine if Levomin 20 is the right choice for you.

  • Does anyone have experience with Elyfem 20?

    As an AI language model, I don't have personal experiences, but I can provide information. Elyfem 20 is a combined oral contraceptive pill that contains ethinyl estradiol and gestodene. It is used to prevent pregnancy and may also be prescribed to regulate menstrual cycles and reduce menstrual pain. If you are considering using Elyfem 20, it's important to consult with a healthcare professional who can provide personalized guidance based on your medical history and individual needs.

  • Does anyone have experience with Neo 20 Stone?

    I'm sorry, but as an AI language model, I do not have personal experiences or opinions. However, I can provide information based on what I have been trained on. Neo 20 Stone is a type of stone material that is often used for countertops, flooring, and other interior design applications. It is known for its durability, resistance to scratches and stains, and aesthetic appeal. If you are considering using Neo 20 Stone for a project, it may be helpful to consult with professionals or look for reviews from others who have used it to get a better understanding of its performance and quality.

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  • Technology for the Language Classroom : Creating a 21st Century Learning Experience
    Technology for the Language Classroom : Creating a 21st Century Learning Experience

    This volume in the ALLC series offers current and soon-to-be professionals in the ESL / EFL field a comprehensive guide to how to make the best use of technology to enhance the English language learning experience.The book has a predominant focus on practical insights that are based on successful real-life experiences at the classroom and study program level, including contributions from teachers in various countries.Nevertheless, there is also a strong foundation in existing research and literature as they relate to the needs of English language teachers.To promote reflective and exploratory practice, there is plenty of 'food-for-thought' for the reader. Although pre-service and in-service teachers represent the primary audience, the book is likely to be just as useful for language program administrators, researchers, curriculum and materials writers, and e-learning developers.

    Price: 27.99 £ | Shipping*: 0.00 £
  • Virtual Reality Technology
    Virtual Reality Technology

    Thorough overview of virtual reality technology fundamentals and latest advances, with coverage of hardware, software, human factors and applications, plus companion Laboratory Manual in Unity 3D. The Third Edition of the first comprehensive technical book on the subject of virtual reality, Virtual Reality Technology, provides updated and expanded coverage of VR technology, including where it originated, how it has evolved, and where it is going.Its primary objective is to be a complete, up-to-date textbook, as well as a source of information on a rapidly developing field of science and technology with broad societal impact. The two highly qualified authors cover all of the latest innovations and applications that are making virtual reality more important than ever before.Unlike other books on the subject, the book also includes a chapter on Human Factors, which are very important in designing technology around the human user. Virtual Reality Technology provides Instructors with a website-accessible Laboratory Manual using the Unity 3D game engine and programming language.Unity 3D is the preferred VR language these days and will prepare the student for the VR gaming and mobile applications industry.For universities Unity 3D is cost-effective as its student license is freely available. With comprehensive coverage of the subject, Virtual Reality Technology discusses sample topics such as: Input and output interfaces, including holographic displays, foveated head-mounted displays, neural interfaces, haptic and olfactory feedbackComputing architecture, with emphasis on the rendering pipeline, the graphics processing unit and distributed/edge renderingObject modeling, including physical and behavioral aspects, Artificial Intelligence controlled characters, and model management techniquesProgramming toolkits for virtual reality and the game production pipelineHuman factors issues such as user performance and sensorial conflict, cybersickness and societal impact aspects of VRApplication examples in medical education, virtual rehabilitation, virtual heritage, gaming, and military use of virtual reality. Virtual Reality Technology provides thorough and complete coverage of an in-demand sector of technology, making it a highly valuable resource for undergraduate and graduate students in computer science, engineering, and science, along with a variety of professionals across many different industries, including but not limited to engineering, gaming, healthcare, and defense.

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  • Creative Learning in Digital and Virtual Environments : Opportunities and Challenges of Technology-Enabled Learning and Creativity
    Creative Learning in Digital and Virtual Environments : Opportunities and Challenges of Technology-Enabled Learning and Creativity

    Originally published as a special issue of the Creativity Research Journal, this volume gives a balanced and reflective account of the challenges and opportunities of technology-enabled creative learning in contemporary societies. Providing a current and updated account of the challenges posed by the Coronavirus to online education, chapters more broadly offer conceptual reflections and empirically informed insights into the impact of technology on individual and collective creativity and learning.These thoughts are explored in relation to school achievement, the development of digital educational resources, online collaboration, and virtual working.Further, the book also considers how the creative use of technology poses risks to learning through the accidental or deliberate dissemination of misinformation, and online manipulation of common societal values in the era of COVID-19. Creative Learning in Digital and Virtual Environments looks at the connection between creativity, learning, and school achievement, and analyses the impact of virtual environments on creative expression.It will appeal to postgraduate students in the fields of creativity and learning, as well as to students and academics involved with broader research in areas such as the role of technology in education, e-Learning and distance education. Vlad P. Glaveanu is Associate Professor and Head of the Department of Psychology and Counselling at Webster University Geneva, Switzerland, as well as Associate Professor II at the University of Bergen, Norway. Ingunn Johanne Ness is a Senior Researcher at the Centre for the Science of Learning & Technology, University of Bergen, Norway. Constance de Saint Laurent is a Postdoctoral Researcher at the University of Bologna, Italy.

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  • Technology Innovation in Manufacturing
    Technology Innovation in Manufacturing

    This text identifies and discusses different technology innovation initiatives (TIIs) such as entrepreneurial capability, technology infrastructure capability, organizational culture and climate, and government initiatives.It further evaluates the relationship between various technology innovation initiatives and manufacturing performances using multi-criteria decision-making techniques such as fuzzy set theory (FST), structural equation modeling (SEM), and analytic hierarchy process (AHP).It will serve as an ideal reference text for graduate students and academic researchers in the field of industrial engineering, manufacturing engineering, mechanical engineering, automotive engineering. This book:• Discusses technology innovation initiatives such as entrepreneurial capability, technology infrastructure capability, and organizational culture. • Highlights technology innovation-strategy model in assisting manufacturing industries for enhancing their performance in today’s competitive environment. • Examines the effect of technology innovation initiatives on the performance of manufacturing industries. • Covers multi-criteria decision-making techniques such as fuzzy set theory, structural equation modeling, and analytic hierarchy process. • Explores the validation of fuzzy-based technology innovation model through structural equation modeling.

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  • Is it advisable to activate the Turbo Boost technology to 20?

    Activating Turbo Boost technology to 20 can provide a significant performance boost to your system, especially during demanding tasks such as gaming or video editing. However, it may also lead to increased heat generation and power consumption, which could potentially reduce the lifespan of your hardware. It is advisable to monitor your system's temperature and power usage when running at Turbo Boost 20 to ensure it is within safe limits. Ultimately, the decision to activate Turbo Boost 20 should depend on your specific needs and willingness to trade off performance for potential hardware risks.

  • Is it advisable to activate the Turbo Boost technology at 20?

    Activating Turbo Boost technology at 20 may not be advisable as it can put additional strain on the processor, leading to increased heat generation and potentially reducing the lifespan of the hardware. It is recommended to use Turbo Boost when engaging in tasks that require extra processing power, such as gaming or video editing, rather than keeping it constantly activated. Monitoring the temperature of the system while using Turbo Boost is also important to prevent overheating.

  • Does anyone have experience with the money machine 20?

    As an AI language model, I do not have personal experiences. However, the Money Machine 20 is a cash dispenser machine that is designed to quickly and accurately count and dispense large amounts of cash. It is commonly used in businesses such as retail stores, casinos, and banks to streamline cash handling processes. If you are considering purchasing or using the Money Machine 20, it may be helpful to read reviews and seek feedback from others who have used it to understand its performance and reliability.

  • Do you have experience with the pill Asumate 20?

    As an AI, I do not have personal experiences. However, Asumate 20 is a combined oral contraceptive pill that contains two hormones, ethinylestradiol and gestodene. It is used to prevent pregnancy and is taken daily for 21 days followed by a 7-day break. It is important to consult with a healthcare provider before starting any new medication, including Asumate 20, to discuss potential side effects and ensure it is the right choice for you.

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