Teaching and learning physics using 3D virtual learning environment: A case study of combined virtual reality and virtual laboratory in secondary school

D Bogusevschi, C Muntean… - Journal of Computers in …, 2020 - learntechlib.org
A common problem in many schools is the lack of equipment and materials in their science
laboratories due to both limited budget available to the school and high maintenance cost of …

Game-based learning: Enhancing student experience, knowledge gain, and usability in higher education programming courses

D Zhao, CH Muntean, AE Chis… - IEEE Transactions …, 2022 - ieeexplore.ieee.org
Contributions: This article presents a large-scale study which investigates students' reaction
to game-based learning as part of programming courses. The study focuses on knowledge …

Investigating flipped classroom and problem-based learning in a programming module for computing conversion course

AE Chis, AN Moldovan, L Murphy, P Pathak… - Journal of Educational …, 2018 - JSTOR
This research paper investigates the effectiveness of combined Flipped Classroom (FC) and
Problem-based Learning (PBL) teaching approach in a computer programming module …

Research and development of environmental awareness about water in primary education students through their drawings

MP Pozo-Muñoz, C Martín-Gámez… - Education …, 2023 - mdpi.com
Drinking water is a scarce resource and the problems associated with its poor management
and conservation are generating significant imbalances in the well-being of society, human …

Assessing Learning in an Immersive Virtual Reality: A Curriculum-Based Experiment in Chemistry Education

S Qorbani, S Dalili, A Arya, C Joslin - Education Sciences, 2024 - mdpi.com
Despite the recent advances in Virtual Reality technology and its use in education, the
review of the literature shows several gaps in research on how immersive virtual …

ScienceVR: A virtual reality framework for STEM education, simulation and assessment

HS Qorbani, A Arya, N Nowlan… - 2021 IEEE international …, 2021 - ieeexplore.ieee.org
This paper addresses the use of Virtual Reality (VR) in Science, Technology, Engineering,
and Math (STEM) education. There are limited studies investigating the proper design and …

A large-scale pilot study on game-based learning and blended learning methodologies in undergraduate programming courses

D Zhao, A Chis, GM Muntean… - Edulearn18 …, 2018 - library.iated.org
Nowadays, science and technology only not penetrate into every aspect of human being's
daily life, but also deeply influence the global economy and hence define every country's …

[HTML][HTML] Water, waste material, and energy as key dimensions of sustainable management of early childhood eco-schools: An environmental literacy model based on …

A López-Alcarria, MF Poza-Vilches, MT Pozo-Llorente… - Water, 2021 - mdpi.com
The main argument defended in this article is that the involvement of teachers in decision-
making about environmental aspects related to the management of educational institutions …

Investigating the impact of an immersive computer-based math game on the learning process of undergraduate students

CH Muntean, N El Mawas, M Bradford… - 2018 IEEE Frontiers in …, 2018 - ieeexplore.ieee.org
Although Mathematics is a fundamental subject for many STEM related areas,
undergraduate students find Mathematics a challenging and difficult subject, and they face …

DQAMLearn: Device and QoE-aware adaptive multimedia mobile learning framework

AN Moldovan, CH Muntean - IEEE Transactions on …, 2020 - ieeexplore.ieee.org
With the proliferation of mobile devices and online video services, mobile learning has
grown both in popularity and complexity. New challenges include the multitude of mobile …