are growing and changing every day especially in STEM (science, technology, engineering and mathematics) specialties which are rapidly developing. In this article, researchers present a new form of technology-enhanced learning called: Immersive simulation. This technology is based on collaborative inquiry and knowledge communities and follows the constructivist learning strategy. It provides the students with opportunities to improve their skills efficiently by groups and to create a culture of inquiry
day to day life from reading to figuring out whether they are on right path. According to a study there are approx 21.2 million blind people in US only. Blindness is a state of loss of vision due to psychological or neurological factors. Aim of this paper is to introduce a cost-effective smart cane that alert visually impaired people over obstacles, preventing any possible accidents and help them to communicate through voice alert and vibration so that they do not rely on other people. The main element
specific learning objectives: • Situating tools: are settings where learners can experience the context and events of the item they are learning about to their understanding of a new concept. These can be simulations, games and virtual reality. Hogle in Lim et al. (2003) proposes that simulation and games can improve cognitive learning strategies like; organisation, memory and compensatory, especially where engagement requires critical thinking and problem-solving skills. The purpose of the game and