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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.

    Price: 33.99 £ | Shipping*: 0.00 £
  • Net Curiosity Score : Boost Your Innovation with this new KPI
    Net Curiosity Score : Boost Your Innovation with this new KPI

    Net Curiosity Score (NCS) isn’t just about change, it’s about curiosity as the key to navigating it.Many companies don’t measure curiosity, and this book aims to change that.NCS is vintage Rik Vera: direct and surprising. It’s not your typical business book, but a mix of personal stories, business insights, and philosophy.It reads smoothly and is full of practical tips, without the boring buzzwords.Instead of encouraging companies to copy others, this book challenges you to embrace curiosity and measure it with the Net Curiosity Score.That’s why the book doesn’t offer pre-packaged answers, but takes you on a journey of discovery through a network of “cycling nodes,” setting you on a path towards innovation.For those eager to measure curiosity, there’s also a handy NCS Playbook. "Reading this book feels like a journey full of discoveries.It brilliantly shows how curiosity can fuel innovation, challenge norms, and support your company". – Karin Van Hoecke, General Manager Transformation & Data at KBC. “Net Curiosity Score will drive positive behavioral change in these exciting yet uncertain times.Read the book and stay curious.” – Harry Demey, Co-Founder and CEO of advertising agency LDV United. ?“It’s often advised not to fall down the rabbit hole like Alice did.I disagree. And I don’t think Rik would agree either. NCS is going to be Rik’s best book yet. Why? Because it forces companies to jump down the rabbit hole.” – ianka fleerackers, personal branding mentor, author, speaker, podcaster

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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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  • 2CELLOS: Score
    2CELLOS: Score


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  • High Score
    High Score

    High Score is an ingenious dice game with unique challenges by Dr ReinerKnizia.Turning over a new challenge card tells players how to score pointsthis round and how you can re-roll your dice.Will even numbers score 0 pointsthis round? What effect will the vortex have this round.

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  • The Score
    The Score


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  • The Score
    The Score

    In this fabulous follow-up to the internationally acclaimed The Lazarus Effect, newspaper reporter Vee Johnson reprieves her role as Cape Town's most feisty female investigator.Vee and her ever-faithful sidekick, Chloe Bishop, have been banished from City Chronicle's newsroom to review a tourist lodge in sleepy Oudtshoorn.But Vee and Chloe are barely checked in to their rooms when the first body is discovered...hanging from a tree, with Vee's purple silk scarf used as a noose.But is it suicide or strangulation? As Vee investigates the death, she is pulled into a bewildering world of conferences and corruption, dog-walking and drug addiction, break-ins and black economic empowerment. And all this whilst juggling the two men in her love life.The Score is a unique combination of sex, intrigue and subterfuge, set against the fading colours of the Rainbow Nation.

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  • KAIJU SCORE
    KAIJU SCORE

    It's the most dangerous heist ever attempted. Four desperate criminals are going all in on a once-in-a-lifetime chance to steal millions in art and turn their miserable lives around.The catch? They have to pull it off under the nose of a one thousand-ton Kaiju. And a giant monster might just be the least of their problems. Brought to you by James Patrick (Grimm Fairy Tales, Death Comes to Dillinger, The Monsters of Jimmy Crumb) and Rem Broo (The End Times of Bram and Ben, Terminal Protocol), THE KAIJU SCORE is what happens when a Quentin Tarantino film takes place smack in the middle of a Godzilla movie. Film rights acquired by Sony Pictures!

    Price: 14.99 £ | Shipping*: 3.99 £

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  • Who needs a score?

    A score is needed by individuals or groups who want to assess, evaluate, or measure performance, progress, or achievement in a particular activity or task. Scores are commonly used in academic settings to evaluate students' knowledge and skills, in sports to determine the outcome of a game, and in various industries to measure the success of a project or initiative. Ultimately, anyone looking to quantify or compare results can benefit from having a score.

  • What is a score?

    A score is a numerical representation of a person's performance or achievement in a particular activity, such as a test, game, or competition. It is used to evaluate and compare individuals based on their results. Scores can be used to measure progress, determine rankings, or provide feedback on performance. In different contexts, scores can have different scales and interpretations.

  • What is the difference between the Meta-Score and the User-Score?

    The Meta-Score is an aggregate score based on professional critic reviews, while the User-Score is an aggregate score based on user reviews. The Meta-Score is typically considered to be a more reliable indicator of a film, game, or album's quality, as it is based on the opinions of professional critics who have expertise in their respective fields. The User-Score, on the other hand, reflects the opinions of everyday consumers and can provide a different perspective on the product. Both scores can be valuable in helping individuals make informed decisions about whether to watch, play, or listen to a particular piece of media.

  • Is the game score damaged?

    Without more context or information, it is difficult to determine if the game score is damaged. If the game score is not displaying correctly or if there are issues with saving or tracking scores, then it could be considered damaged. However, if the game score is simply low or not as high as desired, then it may not be considered damaged but rather just a reflection of the player's performance.

  • Is the score value okay?

    Yes, the score value is okay. It accurately reflects the quality of the work or performance being evaluated. The score value should be fair and consistent across all evaluations to ensure objectivity and reliability. It is important to establish clear criteria for assigning scores to ensure that they are meaningful and useful for feedback and improvement.

  • Can the IQ score change?

    Yes, IQ scores can change over time. Factors such as education, life experiences, and training can all influence a person's cognitive abilities and therefore their IQ score. Additionally, interventions such as cognitive training programs or educational opportunities can also lead to improvements in IQ scores. It is important to note that while IQ scores can change, they are generally considered to be relatively stable over the long term.

  • Can a midfielder score goals?

    Yes, midfielders can definitely score goals. In fact, many midfielders are known for their ability to contribute both defensively and offensively, including scoring goals. They often have the opportunity to join the attack and take shots on goal, making them capable of scoring important goals for their team. Some of the best midfielders in the world are known for their goal-scoring ability, making them valuable assets to their teams.

  • What is my credit score?

    I'm sorry, but I do not have access to personal information such as your credit score. To find out your credit score, you can check with credit reporting agencies like Equifax, Experian, or TransUnion. They can provide you with your credit score and a detailed credit report.

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