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  • Virtual Hero
    Virtual Hero

    AN EPIC STORY, FULL OF ACTION, INSPIRED BY THE WORLD OF VIDEOGAMES:MINECRAFT, POKÉMON and more...IMAGINE BEING TRAPPED in A VIDEO GAMEUNIVERSE! YOUR FATE in the HANDS of a VILLIAN! FRIENDS IN DANGER! BECOMETHE VIRTUAL HERO!Rubius, a well known gamer and Youtuber, is one of a100 players selected to try a new experimental virtual-reality device, the ORV.Directly connected to the brain's neuronal network, the ORV thrusts one into avast virtual universe of video games, called the Gamers Worlds and in whicheverything seems just as real as life itself. Something goes wrong and Rubiusfinds himself a virtual hero, trapped, he must fight to free himself, rescue thegirl of his dreams and overcome the enigmatic evil troll mask that holds theirfate and that of the Gamers Worlds in his hands!An epic adventure, full ofaction, treachery, unexpected turns, friendship, video game worlds of all kindsand, last but not least, love!

    Price: 15.99 £ | Shipping*: 3.99 £
  • 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.

    Price: 33.99 £ | Shipping*: 0.00 £
  • 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.

    Price: 175.00 £ | Shipping*: 0.00 £
  • 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 £
  • What is a hero and what makes a hero?

    A hero is someone who demonstrates exceptional courage, selflessness, and bravery in the face of adversity. They often put the needs of others before their own and are willing to make sacrifices for the greater good. Heroes can come in many forms, from everyday people who perform acts of kindness and compassion to those who show extraordinary courage in times of crisis. Ultimately, what makes a hero is their ability to inspire others, make a positive impact on the world, and embody qualities that we admire and aspire to emulate.

  • What is a hero and what does a hero do?

    A hero is someone who demonstrates exceptional courage, selflessness, and bravery in the face of adversity. They often put the needs of others before their own and are willing to make sacrifices for the greater good. Heroes inspire and lead by example, showing compassion, integrity, and resilience in challenging situations. Ultimately, a hero is someone who embodies the qualities of a role model and makes a positive impact on the world around them.

  • Who is a hero for you and what makes a hero?

    A hero for me is someone who demonstrates exceptional courage, selflessness, and compassion in the face of adversity. This could be someone who puts their own life at risk to help others, stands up for what is right, or makes sacrifices for the greater good. A hero is someone who inspires others through their actions and serves as a positive role model. Ultimately, a hero is someone who embodies the qualities of bravery, kindness, and integrity, and makes a positive impact on the world around them.

  • Who is your hero?

    My hero is my grandmother. She has always been a source of strength, wisdom, and unconditional love in my life. Her resilience, kindness, and selflessness inspire me to be a better person every day. I am grateful for her guidance, support, and the example she sets for me to follow.

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  • Funko Pop experience Glows Special Edition My Hero Academy 785
    Funko Pop experience Glows Special Edition My Hero Academy 785

    Funko Pop experience Glows Special Edition My Hero Academy 785

    Price: 21.49 € | Shipping*: 2.70 €
  • 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.

    Price: 80.50 £ | Shipping*: 0.00 £
  • 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.

    Price: 38.99 £ | Shipping*: 0.00 £
  • What distinguishes a hero?

    A hero is distinguished by their selfless actions, courage, and willingness to sacrifice for the greater good. They often display exceptional bravery and resilience in the face of adversity, and inspire others through their actions. A hero is someone who puts the needs of others before their own, and acts with integrity and compassion. Ultimately, a hero is defined by their ability to make a positive impact and bring about change in the world.

  • 'Hero Fiennes-Tiffin uncle'

    Hero Fiennes-Tiffin's uncle is Ralph Fiennes, a well-known actor who has appeared in numerous films and stage productions. Ralph Fiennes is best known for his roles in movies such as "Schindler's List," "The English Patient," and the "Harry Potter" series, where he played the character of Lord Voldemort. He has received critical acclaim for his performances and has been nominated for several awards throughout his career. Hero Fiennes-Tiffin comes from a family with a strong acting background, and his uncle's success in the industry may have influenced his own career path.

  • Was Brutus a hero?

    Brutus is a complex figure in history and literature, and opinions on whether he was a hero or a villain vary. Some view him as a hero for his role in the assassination of Julius Caesar, believing that he acted out of a sense of duty to protect the Roman Republic from tyranny. Others see him as a traitor and a villain for betraying Caesar, who was his friend and mentor. Ultimately, whether Brutus is seen as a hero or not depends on one's perspective and interpretation of his actions.

  • Which series is meant: My Hero Academia or Boku no Hero Academia?

    Both "My Hero Academia" and "Boku no Hero Academia" refer to the same series. "Boku no Hero Academia" is the original Japanese title, while "My Hero Academia" is the English title. The series follows the story of Izuku Midoriya, a boy born without superpowers in a world where they are the norm, as he strives to become a hero.

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