A systematic map** review of augmented reality applications to support STEM learning in higher education
While there is an increasing interest in Augmented Reality (AR) technologies in Primary and
Secondary (K-12) Education, its application in Higher Education (HE) is still an emerging …
Secondary (K-12) Education, its application in Higher Education (HE) is still an emerging …
Metaverse
S Mystakidis - Encyclopedia, 2022 - mdpi.com
Definition The Metaverse is the post-reality universe, a perpetual and persistent multiuser
environment merging physical reality with digital virtuality. It is based on the convergence of …
environment merging physical reality with digital virtuality. It is based on the convergence of …
The determinants of Gen Z's metaverse adoption decisions in higher education: Integrating UTAUT2 with personal innovativeness in IT
The interest in metaverse technology has risen notably in higher education learning
contexts. Due to the global spread of the Covid-19 pandemic, higher education institutions …
contexts. Due to the global spread of the Covid-19 pandemic, higher education institutions …
Factors affecting learners' adoption of an educational metaverse platform: An empirical study based on an extended UTAUT model
Z Teng, Y Cai, Y Gao, X Zhang… - Mobile Information Systems, 2022 - Wiley Online Library
This study examined the factors affecting learners' adoption of an educational metaverse
platform using an extended UTAUT (unified theory of acceptance and use of technology) …
platform using an extended UTAUT (unified theory of acceptance and use of technology) …
Gamification in education
Definition Gamification, or gameful design, refers to the strategic application of game design
principles, mechanics, and elements into non-game environments. It is often facilitated using …
principles, mechanics, and elements into non-game environments. It is often facilitated using …
Ready teacher one: Virtual and augmented reality online professional development for K-12 school teachers
S Mystakidis, M Fragkaki, G Filippousis - Computers, 2021 - mdpi.com
Augmented reality (AR) and virtual reality (VR) are two technologies with the potential to
enhance learning quality by activating episodic student memory. In this manuscript we …
enhance learning quality by activating episodic student memory. In this manuscript we …
Immersive learning
Encyclopedia | Free Full-Text | Immersive Learning Next Article in Journal Synaptosomes: A
Functional Tool for Studying Neuroinflammation Next Article in Special Issue Experiences of …
Functional Tool for Studying Neuroinflammation Next Article in Special Issue Experiences of …
Teacher perceptions on virtual reality escape rooms for stem education
Science, technology, engineering, and mathematics (STEM) is a meta-discipline employing
active, problem-centric approaches such as game-based learning. STEM competencies are …
active, problem-centric approaches such as game-based learning. STEM competencies are …
Esca** the cell: virtual reality escape rooms in biology education
Individuals' conceptual knowledge of contemporary biological issues influences ethical
attitudes and life decisions around health, as evidenced by the recent worldwide debate on …
attitudes and life decisions around health, as evidenced by the recent worldwide debate on …
Design, development, and evaluation of a virtual reality serious game for school fire preparedness training
Immersive virtual reality (VR) is a technology that can be effective for procedural skills
training through game-based simulations such as serious games. The current study …
training through game-based simulations such as serious games. The current study …