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Augmented Reality (AR) learning games, on average, have been shown to have a positive impact on student learning. However, the exploration of AR learning games in special education settings, where accessibility is a concern, has not been…
Game-based technologies and mobile learning aids open up many opportunities for learners; however, evidence-based decisions on their appropriate use are necessary. This explorative study (N = 100) examines the role of game elements in…
Immersive virtual reality (VR) has enormous potential for education, but classroom resources are limited. Thus, it is important to identify whether and when VR provides sufficient advantages over other modes of learning to justify its…
We present a study of student learning through the use of virtual reality. A software package is used to introduce concepts of special relativity to students in a game-like environment where users experience the effects of travelling at…
Virtual reality is expected to play a significant role in the transformation of education and psychological studies. The possibilities for its application as a visual research method can be enhanced as established frameworks and toolkits…
Architectural Education faces limitations due to its tactile approach to learning in classrooms with only 2-D and 3-D tools. At a higher level, virtual reality provides a potential for delivering more information to individuals undergoing…
Despite extensive use in related domains, Virtual Reality (VR) for generalised anxiety disorder (GAD) has received little previous attention. We report upon a VR environment created for the Oculus Rift and Unreal Engine 4 (UE4) to…
Virtual Reality (VR) is increasingly being recognized for its educational potential and as an effective way to convey new knowledge to people, it supports interactive and collaborative activities. Affordable VR powered by mobile…
Modern medicine demands innovations in medical education, particularly in the learning of human anatomy, traditionally taught through textbooks, dissections, and lectures. Virtual Reality (VR) has emerged as a promising tool to address the…
Amid the growing need to keep learners abreast of rapid technological advancements brought about by the Fourth Industrial Revolution, this study explores perceived needs of students in virtual learning environments supported by emerging…
This study aims to review and get information on the different mobile game applications and the possibility of being a supplementary tool for learning to enhance and empower the e-Learning aspect of a Technical Education and Skills…
Serious games are widely used for learning and training across domains such as healthcare, defense, and education. Persistent challenges remain, however, including static scenario design, authoring bottlenecks, limited learner modeling, and…
Virtual Reality (VR) and Augmented Reality (AR) are emerging as transformative tools in education, offering new possibilities for engagement and immersion. This paper explores their potential in language learning within public education,…
This work-in-progress paper discusses the use of student-centered pedagogy to teach clinical oculomotor examination via Virtual Reality (VR). Traditional methods, such as PowerPoint slides and lab activities, are often insufficient for…
Training students in basic concepts of physics, such as the ones related to mass, volume, or density, is much more complicated than just stating the underlying definitions and laws. One of the reasons for this is that most students have…
As educational technology evolves, the potential of Pedagogical Agents (PAs) in supporting education is extensively explored. Typically, research on PAs has primarily focused on computer-based learning environments, but their use in…
Virtual Reality (VR) is an emerging technique that provides a unique real-time experience for users. VR technologies have provided revolutionary user experiences in various scenarios (e.g., training, education, product/architecture design,…
Poor social skills in autism spectrum disorder (ASD) are associated with reduced independence in daily life. Current interventions for improving the social skills of individuals with ASD fail to represent the complexity of real-life social…
This chapter explores the practice of conducting user research studies and design assessments in virtual reality (VR). An overview of key VR hardware and software tools is provided, including game engines, such as Unity and Unreal Engine.…
The application of Artificial intelligence for teaching and learning in the academic sphere is a trending subject of interest in the computing education. ChatGPT, as an AI-based tool, provides various advantages, such as heightened student…