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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

APA 7

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

MLA 9

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.

Chicago

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.

Harvard

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.

BibTeX
@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}
}

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