[HTML][HTML] Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based …

J Krath, L Schürmann, HFO Von Korflesch - Computers in Human Behavior, 2021 - Elsevier
Despite increasing scientific interest in explaining how gamification supports positive affect
and motivation, behavior change and learning, there is still a lack of an overview of the …

[HTML][HTML] A systematic review of immersive technology applications for medical practice and education-trends, application areas, recipients, teaching contents …

YM Tang, KY Chau, APK Kwok, T Zhu, X Ma - Educational Research …, 2022 - Elsevier
Virtual reality (VR), augmented reality (AR), mixed reality (MR), and extended reality (XR)
are examples of immersive technologies that have the potential to improve medical practice …

Virtual reality metaverse system supplementing remote education methods: Based on aircraft maintenance simulation

H Lee, D Woo, S Yu - Applied Sciences, 2022 - mdpi.com
Due to the COVID-19 pandemic, there has been a shift from in-person to remote education,
with most students taking classes via video meetings. This change inhibits active class …

[HTML][HTML] A systematic review of immersive virtual reality applications for higher education: Design elements, lessons learned, and research agenda

J Radianti, TA Majchrzak, J Fromm… - Computers & education, 2020 - Elsevier
Researchers have explored the benefits and applications of virtual reality (VR) in different
scenarios. VR possesses much potential and its application in education has seen much …

[HTML][HTML] Diverse approaches to learning with immersive Virtual Reality identified from a systematic review

M Won, DAK Ungu, H Matovu, DF Treagust… - Computers & …, 2023 - Elsevier
To investigate how learning in immersive Virtual Reality was designed in contemporary
educational studies, this systematic literature review identified nine design features and …

Effectiveness of immersive virtual reality using head‐mounted displays on learning performance: A meta‐analysis

B Wu, X Yu, X Gu - British journal of educational technology, 2020 - Wiley Online Library
With the availability of low‐cost high‐quality head‐mounted displays (HMDs) since 2013,
there is a growing body of literature investigating the impact of immersive virtual reality (IVR) …

Motivational and cognitive benefits of training in immersive virtual reality based on multiple assessments

G Makransky, S Borre‐Gude… - Journal of Computer …, 2019 - Wiley Online Library
The main objective of this study was to examine the effectiveness of immersive virtual reality
(VR) as a medium for delivering laboratory safety training. We specifically compare an …

[HTML][HTML] More than experience?-On the unique opportunities of virtual reality to afford a holistic experiential learning cycle

J Fromm, J Radianti, C Wehking, S Stieglitz… - The Internet and higher …, 2021 - Elsevier
Virtual reality has been proposed as a promising technology for higher education since the
combination of immersive and interactive features enables experiential learning. However …

Digital twin and web-based virtual gaming technologies for online education: A case of construction management and engineering

SME Sepasgozar - Applied Sciences, 2020 - mdpi.com
Mixed reality is advancing exponentially in some innovative industries, including
manufacturing and aerospace. However, advanced applications of these technologies in …

Designing digital game-based learning for professional upskilling: A systematic literature review

J Tay, YM Goh, S Safiena, H Bound - Computers & Education, 2022 - Elsevier
In 2001, Prensky proposed the digital game-based learning (DGBL) theory by merging
digital games and educational design. Many DGBL studies have been conducted in formal …