This research links learner engagement with interactions when Hybrid Virtual Learning models are used. Various aspects have been considered, such as learners’ prior experiences related to virtual worlds, their preconceptions regarding their use as a learning tool, and the impact that instructional designers’ choices have on enhancing the opportunities for interactions. In this article, the impact that educational and leisure games have on university students’ engagement is examined. The findings suggest that the use of game-like content can contribute positively to students’ engagement, without, however, having a spectacular impact on the learning process
Advances in computing and telecommunications make it possible to take advantage of immersive electro...
Serious Educational Video Games (SEGs) play a large role in education for both children and adults. ...
In the last few years, digital games have become increasingly popular with both ‘hardcore’ and ‘casu...
This chapter maps the types of interactions that relate to the use of virtual worlds in hybrid virtu...
In this paper we aim to explore the potential advantages of interactions on student engagement and p...
Our ongoing research focuses on the ways that interactions affect learner engagement with a virtual ...
AbstractThe aim of this paper is to explore how virtual worlds could support the engagement for lear...
Our ongoing research is focusing on identifying and taxonomising the elements and the factors that a...
The main advantage of Desktop Virtual Reality is that it enables learners to interact with each othe...
The global aim of this research is to identify, map, and form a taxonomy of the ways, the elements, ...
While a substantial body of literature has well-documented and demonstrated considerable potentials ...
Interactivity is regarded as one of the core components of a successful Virtual Reality experience, ...
Researchers are increasingly exploring educational games in immersive virtual reality (IVR) environm...
Computer and video games are a channel of evolution and productivity that is most consumed keeping t...
Immersion is a central theme when using virtual worlds; the feeling of 'being there' is generally co...
Advances in computing and telecommunications make it possible to take advantage of immersive electro...
Serious Educational Video Games (SEGs) play a large role in education for both children and adults. ...
In the last few years, digital games have become increasingly popular with both ‘hardcore’ and ‘casu...
This chapter maps the types of interactions that relate to the use of virtual worlds in hybrid virtu...
In this paper we aim to explore the potential advantages of interactions on student engagement and p...
Our ongoing research focuses on the ways that interactions affect learner engagement with a virtual ...
AbstractThe aim of this paper is to explore how virtual worlds could support the engagement for lear...
Our ongoing research is focusing on identifying and taxonomising the elements and the factors that a...
The main advantage of Desktop Virtual Reality is that it enables learners to interact with each othe...
The global aim of this research is to identify, map, and form a taxonomy of the ways, the elements, ...
While a substantial body of literature has well-documented and demonstrated considerable potentials ...
Interactivity is regarded as one of the core components of a successful Virtual Reality experience, ...
Researchers are increasingly exploring educational games in immersive virtual reality (IVR) environm...
Computer and video games are a channel of evolution and productivity that is most consumed keeping t...
Immersion is a central theme when using virtual worlds; the feeling of 'being there' is generally co...
Advances in computing and telecommunications make it possible to take advantage of immersive electro...
Serious Educational Video Games (SEGs) play a large role in education for both children and adults. ...
In the last few years, digital games have become increasingly popular with both ‘hardcore’ and ‘casu...