Abstract: The purpose of this study was to compare the effectiveness of a desktop virtual reality-based learning environment with a conventional classroom learning practice. The learning effectiveness was measured through academic performance, perceived learning and satisfaction. A quasi pretest-posttest experimental design was employed for this study. A total of 431 students participated in this study; however, only 370 samples could be analyzed due to incomplete instruments answered. The students were randomly assigned to either experimental or control groups based on intact classes. There was a significant difference in the academic performance, perceived learning and satisfaction between the two groups. It was concluded that the desktop...
While the educational technology has developed to the point that Extended Reality (XR), including im...
The use of virtual laboratories is growing as companies and educational institutions try to expand t...
The aim of this study was to determine the effect of virtual reality-based curriculum on problem-sol...
Abstract: The purpose of this study was to compare the effectiveness of a desktop virtual reality-ba...
This study aims to verify the learning effectiveness of a desktop virtual reality (VR)-based learnin...
This study focused on the effectiveness of using desktop virtual reality (VR) for learning. It addre...
Virtual reality (VR) has demonstrated effectiveness as an instructional technology in many technical...
The cutting-edge technology of virtual reality has changed almost every aspect of life in e-commerce...
Computer-assisted instruction has been used in classrooms for several years and its effectiveness ha...
Virtual reality is predicted to be the most significant technological transformation in educational ...
This paper presents the results of an experimental study of the effects of Virtual Reality & Augment...
Abstract: Computer games are very popular among children and adolescents. In this respect, they coul...
[[abstract]]A framework that delineates the relationships between learner control and learning effec...
This chapter examines the effects of immersive virtual reality (VR) learning units on the learning s...
This paper examines the prospects of virtual reality (VR) in aiding and or replacing traditional edu...
While the educational technology has developed to the point that Extended Reality (XR), including im...
The use of virtual laboratories is growing as companies and educational institutions try to expand t...
The aim of this study was to determine the effect of virtual reality-based curriculum on problem-sol...
Abstract: The purpose of this study was to compare the effectiveness of a desktop virtual reality-ba...
This study aims to verify the learning effectiveness of a desktop virtual reality (VR)-based learnin...
This study focused on the effectiveness of using desktop virtual reality (VR) for learning. It addre...
Virtual reality (VR) has demonstrated effectiveness as an instructional technology in many technical...
The cutting-edge technology of virtual reality has changed almost every aspect of life in e-commerce...
Computer-assisted instruction has been used in classrooms for several years and its effectiveness ha...
Virtual reality is predicted to be the most significant technological transformation in educational ...
This paper presents the results of an experimental study of the effects of Virtual Reality & Augment...
Abstract: Computer games are very popular among children and adolescents. In this respect, they coul...
[[abstract]]A framework that delineates the relationships between learner control and learning effec...
This chapter examines the effects of immersive virtual reality (VR) learning units on the learning s...
This paper examines the prospects of virtual reality (VR) in aiding and or replacing traditional edu...
While the educational technology has developed to the point that Extended Reality (XR), including im...
The use of virtual laboratories is growing as companies and educational institutions try to expand t...
The aim of this study was to determine the effect of virtual reality-based curriculum on problem-sol...