Researchers are increasingly exploring educational games in immersive virtual reality (IVR) environments to facilitate students’ learning experiences. Mainly, the effect of IVR on learning outcomes has been the focus. However, far too little attention has been paid to the influence of game elements and IVR features on learners’ perceived cognition. This study examined the relationship between game elements (challenge, goal clarity, and feedback) as pedagogical approach, features of IVR technology (immersion and interaction), and learners’ perceived cognition (reflective thinking and comprehension). An experiment was conducted with 49 undergraduate students who played an IVR game-based application (iThinkSmart) containing mini games develope...
The purpose of this study was to examine the impact of using a role-playing game versus a more tradi...
Educational software games aim at increasing the students ’ motivation and engagement while they lea...
Educational researchers have done remarkable work in analyzing the impact of VR on education and mea...
Computational thinking (CT) has become an essential skill nowadays. For young students, CT competenc...
Researchers have been devoted to exploring the impacts of immersive virtual reality (IVR) on educat...
Educational software games aim at increasing the students ’ motivation and engagement while they lea...
The purpose of the study is; to evaluate a game developed by using virtual reality technology in the...
Thesis: S.M. in Comparative Media Studies, Massachusetts Institute of Technology, Department of Comp...
Virtual reality is on its advent of becoming mainstream household technology, as technologies such a...
The study examines whether the effect of virtual presence on learning is influenced by learner chara...
The technological affordances of three-dimensional (3D) multi-user virtual worlds and their effectiv...
The research study aimed to ascertain if using immersive VR games with traditional education enhance...
Many empirical studies have shown that educational games and recent technologies impact education an...
Background and Aim. Serious games are generally considered to have positive effects on many aspects ...
The authors define the requirements and a conceptual model for comparative evaluation research of si...
The purpose of this study was to examine the impact of using a role-playing game versus a more tradi...
Educational software games aim at increasing the students ’ motivation and engagement while they lea...
Educational researchers have done remarkable work in analyzing the impact of VR on education and mea...
Computational thinking (CT) has become an essential skill nowadays. For young students, CT competenc...
Researchers have been devoted to exploring the impacts of immersive virtual reality (IVR) on educat...
Educational software games aim at increasing the students ’ motivation and engagement while they lea...
The purpose of the study is; to evaluate a game developed by using virtual reality technology in the...
Thesis: S.M. in Comparative Media Studies, Massachusetts Institute of Technology, Department of Comp...
Virtual reality is on its advent of becoming mainstream household technology, as technologies such a...
The study examines whether the effect of virtual presence on learning is influenced by learner chara...
The technological affordances of three-dimensional (3D) multi-user virtual worlds and their effectiv...
The research study aimed to ascertain if using immersive VR games with traditional education enhance...
Many empirical studies have shown that educational games and recent technologies impact education an...
Background and Aim. Serious games are generally considered to have positive effects on many aspects ...
The authors define the requirements and a conceptual model for comparative evaluation research of si...
The purpose of this study was to examine the impact of using a role-playing game versus a more tradi...
Educational software games aim at increasing the students ’ motivation and engagement while they lea...
Educational researchers have done remarkable work in analyzing the impact of VR on education and mea...