Sanchez, I. A., Isaias, P., Ravesteijn, P, & Ongena, G. (Eds.). Proceedings of the 15th International Conference Mobile Learning 2019. Utrecht, The Netherlands: iadis, S. 153-156
GUINEVERE stands for “Games Used IN Engaging Virtual Environments for Real-time language Education”....
Proceedings of: 10th IEEE International Conference on Advanced Learning Technologies (ICALT 2010). S...
International audienceIn the last decade, Virtual Reality (VR) has been increasingly studied and use...
This master thesis focuses on an exploration of digital technologies and systems used for learning i...
Due to technological advancements, new tools such as Virtual Reality (VR) have been developed, whose...
Experiential learning, in which knowledge acquisition occurs via as opposed to for task performance,...
Many studies promise that virtual reality (VR) applications will be one of the most used tools in fo...
Augmented Reality (AR) can be described as one of possible steps between real world and fully virtua...
Pedagogy is enriched with new types of training sessions, which are possible with the development of...
JAPAN, 6 October 2023 - Virtual Reality (VR) has evolved rapidly from two-dimensional (2D) text-base...
Mobile learning technologies have become ubiquitous, accessible tools for many teachers and learners...
Can the 3D virtual worlds constitute a useful resource for language teaching still today? Do ‘immers...
This thesis project explores the application of the ecological approach to learning in Virtual Reali...
The emergences of freely accessible 2D virtual worlds on the web have brought new opportunities for ...
Research in the area of mobile-assisted language learning (MALL) has shown that the use of mobile de...
GUINEVERE stands for “Games Used IN Engaging Virtual Environments for Real-time language Education”....
Proceedings of: 10th IEEE International Conference on Advanced Learning Technologies (ICALT 2010). S...
International audienceIn the last decade, Virtual Reality (VR) has been increasingly studied and use...
This master thesis focuses on an exploration of digital technologies and systems used for learning i...
Due to technological advancements, new tools such as Virtual Reality (VR) have been developed, whose...
Experiential learning, in which knowledge acquisition occurs via as opposed to for task performance,...
Many studies promise that virtual reality (VR) applications will be one of the most used tools in fo...
Augmented Reality (AR) can be described as one of possible steps between real world and fully virtua...
Pedagogy is enriched with new types of training sessions, which are possible with the development of...
JAPAN, 6 October 2023 - Virtual Reality (VR) has evolved rapidly from two-dimensional (2D) text-base...
Mobile learning technologies have become ubiquitous, accessible tools for many teachers and learners...
Can the 3D virtual worlds constitute a useful resource for language teaching still today? Do ‘immers...
This thesis project explores the application of the ecological approach to learning in Virtual Reali...
The emergences of freely accessible 2D virtual worlds on the web have brought new opportunities for ...
Research in the area of mobile-assisted language learning (MALL) has shown that the use of mobile de...
GUINEVERE stands for “Games Used IN Engaging Virtual Environments for Real-time language Education”....
Proceedings of: 10th IEEE International Conference on Advanced Learning Technologies (ICALT 2010). S...
International audienceIn the last decade, Virtual Reality (VR) has been increasingly studied and use...