book chapter · Zenodo (CERN European Organization for Nuclear Research) · 2025
Simulation, Gamification and Immersive Technologies
Haruna, Muhammad Jumare, Muhammad, Abdulazeez Hassan, Ahmad, Muhammad
Cited by 0Open access
Abstract
This chapter discusses the use of simulation, gamification, and immersive technologies as transformative tools in modern science education. It explains how virtual experiments, interactive games, and immersive digital environments promote active learning, motivation, and conceptual understanding, bridging the gap between theoretical knowledge and practical experience.
Cite this paper
Haruna, M. J., Muhammad, A. H., & Ahmad, M. (2025). Simulation, Gamification and Immersive Technologies. Zenodo (CERN European Organization for Nuclear Research). https://doi.org/10.5281/zenodo.17415211
Haruna, Muhammad Jumare, et al. “Simulation, Gamification and Immersive Technologies.” Zenodo (CERN European Organization for Nuclear Research), 2025, https://doi.org/10.5281/zenodo.17415211.
Haruna, Muhammad Jumare, Abdulazeez Hassan Muhammad, and Muhammad Ahmad. 2025. “Simulation, Gamification and Immersive Technologies.” Zenodo (CERN European Organization for Nuclear Research). https://doi.org/10.5281/zenodo.17415211.
Haruna, M.J., Muhammad, A.H. and Ahmad, M. (2025) ‘Simulation, Gamification and Immersive Technologies’, Zenodo (CERN European Organization for Nuclear Research). Available at: https://doi.org/10.5281/zenodo.17415211.
@incollection{haruna2025simulation,
title = {{Simulation, Gamification and Immersive Technologies}},
author = {Haruna, Muhammad Jumare and Muhammad, Abdulazeez Hassan and Ahmad, Muhammad},
booktitle = {Zenodo (CERN European Organization for Nuclear Research)},
year = {2025},
doi = {10.5281/zenodo.17415211}
}Made from the index record. Check names, capitalisation and page numbers against the paper. Need another style? AI for Research has over 10,000.