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Computers & Education: X Reality, Volume 4
Volume 4, 2024
- Zilin Wang, Moon-Tong Chan:
A systematic review of google cardboard used in education. 100046 - Emmanuel Fokides, Panagiotis Antonopoulos:
Development and testing of a model for explaining learning and learning-related factors in immersive virtual reality. 100048 - Shuqiong Luo, Di Zou, Lucas Kohnke:
A systematic review of research on xReality (XR) in the English classroom: Trends, research areas, benefits, and challenges. 100049 - Shan Li:
Immersive technologies in health professions education: A bibliometric analysis. 100051 - Bahar Memarian, Tenzin Doleck:
A novel ethical analysis of educational XR and AI in literature. 100052 - Matthias Conrad, David Kablitz, Stephan Schumann:
Learning effectiveness of immersive virtual reality in education and training: A systematic review of findings. 100053 - Isaac Dunmoye, Andrew Rukangu, Dominik May, Runu P. Das:
An exploratory study of social presence and cognitive engagement association in a collaborative virtual reality learning environment. 100054 - Xiaoxiao Liu, Yiming Shen, Yukari Nagai, Hirokazu Kato:
Use of a mixed-reality creative environment in design education. 100055 - Junjie Gavin Wu, Zi Yang, Sumei Wu, Di Zou:
Unveiling the synergy of peer feedback and the Metaverse. 100056 - Lin Haoming, Wei Wei:
A systematic review on vocabulary learning in AR and VR gamification context. 100057 - Marjaana Siivola, Teemu Leinonen, Lauri Malmi:
Advantages of virtual reality childbirth education. 100058 - Md. Shahinur Alam, Jason Lamberton, Jianye Wang, Carly Leannah, Sarah Miller, Joseph Palagano, Myles de Bastion, Heather L. Smith, Melissa Malzkuhn, Lorna C. Quandt:
ASL champ!: a virtual reality game with deep-learning driven sign recognition. 100059 - Mark Feng Teng:
Metacognition and autonomy in building a community for language learning through VR digital gaming. 100060 - Thomas Hainey, Gavin J. Baxter:
A Serious game for programming in higher education. 100061 - Ryan Lege:
A social presence benchmark framework for extended reality (XR) technologies. 100062 - Jewoong Moon, Fengfeng Ke, Zlatko Sokolikj, Shayok Chakraborty:
Applying multimodal data fusion to track autistic adolescents' representational flexibility development during virtual reality-based training. 100063 - Axel Wiepke, Birte Heinemann:
A systematic literature review on user factors to support the sense of presence in virtual reality learning environments. 100064 - Safanah Abbas, Heejin Jeong:
Task difficulty impact on multitasking in mixed reality environments. 100065 - Anu Lehikko, Mikko Nykänen, Kristian Lukander, Jose Uusitalo, Heli Ruokamo:
Exploring interactivity effects on learners' sense of agency, cognitive load, and learning outcomes in immersive virtual reality: A mixed methods study. 100066 - Zehui Zhan, Xuanyan Zhong, Zhihang Lin, Rubing Tan:
Exploring the effect of VR-enhanced teaching aids in STEAM education: An embodied cognition perspective. 100067 - Christian Schott, Andrea Milligan, Stephen Marshall:
Immersive VR for K-12 experiential education - proposing a pedagogies, practicalities, and perspectives informed framework. 100068 - Yanjie Song, Kaiyi Wu, Jiaoyang Ding:
Developing an immersive game-based learning platform with generative artificial intelligence and virtual reality technologies - "LearningverseVR". 100069 - Amarpreet S. Gill, Derek S. Irwin, Dave Towey, Yanhui Zhang, Pinzhuang Long, Linjing Sun, Wanling Yu, Yaxin Zheng:
Implementing Universal Design through augmented-reality game-based learning. 100070
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