While a substantial body of literature has well-documented and demonstrated considerable potentials of virtual worlds (VWs) across a variety of learning subjects, little is known today regarding game-based learning (GBL) approaches that can be applied. This systematic literature review presents the current state of knowledge and practice about GBL approaches in VWs from Primary and Secondary (K-12) to Higher education (HE). It provides guidance for instructional designers and scholars by systematically appraising and summarizing the most relevant existing research articles published from 2006 until December 2019. Twenty-eight studies were finally included for a detailed analysis and synthesis during the selection and screening process. The ...
The rapid development of information technology affects numerous aspects of human life, including ed...
Social virtual reality environments, also known as 3D virtual immersive environments, are threedimen...
Education has always been modified by employing different technologies to enhance the knowledge acqu...
While a substantial body of literature has well-documented and demonstrated considerable potentials ...
A substantial body of literature has well-documented and demonstrated the potential of using three-d...
The authors define the requirements and a conceptual model for comparative evaluation research of si...
International audienceThe authors research work deals with the development of new game-based learnin...
Educational software games aim at increasing the students ’ motivation and engagement while they lea...
Advances in computing and telecommunications make it possible to take advantage of immersive electro...
Educational software games aim at increasing the students ’ motivation and engagement while they lea...
Game-based Learning (GBL) is an emerging technology planned for implementation in the next three yea...
In the context of the EU-funded GUINEVERE Project (Games Used IN Engaging Virtual Environments for ...
There is growing interest in the use of virtual gaming worlds in education, supported by the increas...
With the use of educational games in traditional classrooms becoming increasingly common as a tool t...
Virtual Reality (VR) is a new technology that is popular and considered promising, and has been used...
The rapid development of information technology affects numerous aspects of human life, including ed...
Social virtual reality environments, also known as 3D virtual immersive environments, are threedimen...
Education has always been modified by employing different technologies to enhance the knowledge acqu...
While a substantial body of literature has well-documented and demonstrated considerable potentials ...
A substantial body of literature has well-documented and demonstrated the potential of using three-d...
The authors define the requirements and a conceptual model for comparative evaluation research of si...
International audienceThe authors research work deals with the development of new game-based learnin...
Educational software games aim at increasing the students ’ motivation and engagement while they lea...
Advances in computing and telecommunications make it possible to take advantage of immersive electro...
Educational software games aim at increasing the students ’ motivation and engagement while they lea...
Game-based Learning (GBL) is an emerging technology planned for implementation in the next three yea...
In the context of the EU-funded GUINEVERE Project (Games Used IN Engaging Virtual Environments for ...
There is growing interest in the use of virtual gaming worlds in education, supported by the increas...
With the use of educational games in traditional classrooms becoming increasingly common as a tool t...
Virtual Reality (VR) is a new technology that is popular and considered promising, and has been used...
The rapid development of information technology affects numerous aspects of human life, including ed...
Social virtual reality environments, also known as 3D virtual immersive environments, are threedimen...
Education has always been modified by employing different technologies to enhance the knowledge acqu...