Dissertation supervisor: Dr. Joi Moore.Includes vita.Students who are inexperienced with multi-user virtual environments (MUVEs) such as Second Life can experience significant difficulties when first entering the virtual classroom. The unfamiliar paradigm of moving an avatar around a simulated Euclidean space can lead to disorientation, confusion, frustration and ultimately, a defeatist affect that leads to abandonment of the format. Overcoming these barriers-to-entry necessitates a foundational training course in which students can become efficacious in the basic use of virtual worlds. However, researchers have not fully established evidence-based best practices for the design of these training courses. Gamification, the process in which n...
Gamified learning aims to motivate students using game elements. Although gamification can enhance s...
This empirical study investigated how the use of a gamified versus a non-gamified Virtual Reality (V...
The research study aimed to ascertain if using immersive VR games with traditional education enhance...
Gamification approaches to learning use game-inspired design elements to improve learning. Given man...
Educators in classrooms all over the world are focused on integrating and utilizing new technologies...
Games are of great interest in education. Their motivational qualities make players more persistent ...
A critical need surfaced for higher education institutions to identify pioneering teaching methods t...
SIGAPP ACM Special Interest Group on Applied ComputingThe development and use of Virtual Learning En...
Virtual reality-based instruction such as virtual worlds, games, and simulations are becoming very p...
Keeping a learner interested-and therefore engaged-in content to be mastered generally improves lear...
Gamification has recently been presented as a successful strategy to engage users, with potential fo...
Gamification, a design technique that uses the motivational elements of games in other contexts, is ...
Gamification has recently been presented as a successful strategy to engage users, with potential fo...
Gamification, implementing elements typically found in games in non-game contexts, has recently know...
Empirical thesis.Bibliography: pages 52-55.Chapter 1. Introduction -- Chapter 2. Literature review -...
Gamified learning aims to motivate students using game elements. Although gamification can enhance s...
This empirical study investigated how the use of a gamified versus a non-gamified Virtual Reality (V...
The research study aimed to ascertain if using immersive VR games with traditional education enhance...
Gamification approaches to learning use game-inspired design elements to improve learning. Given man...
Educators in classrooms all over the world are focused on integrating and utilizing new technologies...
Games are of great interest in education. Their motivational qualities make players more persistent ...
A critical need surfaced for higher education institutions to identify pioneering teaching methods t...
SIGAPP ACM Special Interest Group on Applied ComputingThe development and use of Virtual Learning En...
Virtual reality-based instruction such as virtual worlds, games, and simulations are becoming very p...
Keeping a learner interested-and therefore engaged-in content to be mastered generally improves lear...
Gamification has recently been presented as a successful strategy to engage users, with potential fo...
Gamification, a design technique that uses the motivational elements of games in other contexts, is ...
Gamification has recently been presented as a successful strategy to engage users, with potential fo...
Gamification, implementing elements typically found in games in non-game contexts, has recently know...
Empirical thesis.Bibliography: pages 52-55.Chapter 1. Introduction -- Chapter 2. Literature review -...
Gamified learning aims to motivate students using game elements. Although gamification can enhance s...
This empirical study investigated how the use of a gamified versus a non-gamified Virtual Reality (V...
The research study aimed to ascertain if using immersive VR games with traditional education enhance...