Recent advances in virtual reality (VR) technology allow for potential learning and education applications. For this study, 99 participants were assigned to one of three learning conditions: traditional (textbook style), VR and video (a passive control). The learning materials used the same text and 3D model for all conditions. Each participant was given a knowledge test before and after learning. Participants in the traditional and VR conditions had improved overall performance (i.e. learning, including knowledge acquisition and understanding) compared to those in the video condition. Participants in the VR condition also showed better performance for ‘remembering’ than those in the traditional and the video conditions. Emotion self-rating...
As the technology in computer graphics advances, Animated-Virtual Actors (AVAs) in Virtual Reality (...
Virtual reality is on its advent of becoming mainstream household technology, as technologies such a...
The research study aimed to ascertain if using immersive VR games with traditional education enhance...
Recent advances in virtual reality (VR) technology allow for potential learning and education applic...
Abstract—In this study, the differences generated by the scenario resources under a virtual reality ...
In recent years Virtual Reality has been revitalized, having gained and lost popularity between the ...
Immersive Virtual Reality (VR) has seen explosive growth over the last decade. Immersive VR attempts...
Virtual Reality (VR) is seen as a promising tool for effective education. The flexibility, controlla...
Cognitive and emotional dimensions are often linked to each other in learning experiences. Moreover...
[EN] The purpose of this study is to evaluate the influence of emotional induction and level of imme...
IntroductionInterest in interactive virtual reality (IVR) is increasing due to its potential for emb...
Educational researchers have done remarkable work in analyzing the impact of VR on education and mea...
This study focused on the effectiveness of using desktop virtual reality (VR) for learning. It addre...
Students and educators value the potential use of immersive virtual reality (IVR) in the classroom t...
IntroductionInterest in interactive virtual reality (IVR) is increasing due to its potential for emb...
As the technology in computer graphics advances, Animated-Virtual Actors (AVAs) in Virtual Reality (...
Virtual reality is on its advent of becoming mainstream household technology, as technologies such a...
The research study aimed to ascertain if using immersive VR games with traditional education enhance...
Recent advances in virtual reality (VR) technology allow for potential learning and education applic...
Abstract—In this study, the differences generated by the scenario resources under a virtual reality ...
In recent years Virtual Reality has been revitalized, having gained and lost popularity between the ...
Immersive Virtual Reality (VR) has seen explosive growth over the last decade. Immersive VR attempts...
Virtual Reality (VR) is seen as a promising tool for effective education. The flexibility, controlla...
Cognitive and emotional dimensions are often linked to each other in learning experiences. Moreover...
[EN] The purpose of this study is to evaluate the influence of emotional induction and level of imme...
IntroductionInterest in interactive virtual reality (IVR) is increasing due to its potential for emb...
Educational researchers have done remarkable work in analyzing the impact of VR on education and mea...
This study focused on the effectiveness of using desktop virtual reality (VR) for learning. It addre...
Students and educators value the potential use of immersive virtual reality (IVR) in the classroom t...
IntroductionInterest in interactive virtual reality (IVR) is increasing due to its potential for emb...
As the technology in computer graphics advances, Animated-Virtual Actors (AVAs) in Virtual Reality (...
Virtual reality is on its advent of becoming mainstream household technology, as technologies such a...
The research study aimed to ascertain if using immersive VR games with traditional education enhance...