Applications of virtual reality in engineering and product design: Why, what, how, when and where

A Berni, Y Borgianni - Electronics, 2020 - mdpi.com
The research on the use of virtual reality (VR) in the design domain has been conducted in a
fragmentary way so far, and some misalignments have emerged among scholars. In …

La gamificación en el ámbito educativo español: revisión sistemática

Ante la falta de motivación e implicación del alumnado surgen nuevas estrategias
metodológicas que acercan los procesos educativos a los intereses ya las necesidades del …

On the design of virtual reality learning environments in engineering

D Vergara, MP Rubio, M Lorenzo - Multimodal technologies and …, 2017 - mdpi.com
Currently, the use of virtual reality (VR) is being widely applied in different fields, especially
in computer science, engineering, and medicine. Concretely, the engineering applications …

How will vr enter university classrooms? multi-stakeholders investigation of vr in higher education

Q **, Y Liu, S Yarosh, B Han, F Qian - … of the 2022 CHI conference on …, 2022 - dl.acm.org
VR has received increased attention as an educational tool and many argue it is destined to
influence educational practices, especially with the emergence of the Metaverse. Most prior …

Virtual reality in the learning process

B Chavez, S Bayona - Trends and Advances in Information Systems and …, 2018 - Springer
Abstract Knowledge is essential and experience teaches. Therefore, new learning trends in
schools are based on experience, making use of technologies such as Virtual Reality (VR) …

Virtual reality and gamification in education: a systematic review

G Lampropoulos, Kinshuk - Educational technology research and …, 2024 - Springer
This study aims to analyze the use of virtual reality and gamification in education by
examining the existing literature. In addition to virtual reality, this study focuses on gamified …

Digitalization of ancient fabric using virtual reality technology at the Wieng Yong House Museum: The FabricVR project

W Arayaphan, K Intawong, K Puritat - Digital Applications in Archaeology …, 2022 - Elsevier
Abstract The FabricVR project (https://angkaew. com/virtual_museum/) is aimed at digitizing
the ancient fabric of the Wieng Yong House Museum for visitors to visit the site and obtain …

Effectiveness of computer-generated virtual reality (VR) in learning and teaching environments with spatial frameworks

P Safadel, D White - Applied Sciences, 2020 - mdpi.com
In this paper, we highlight the benefits of using computer-generated VR in teaching
instructional content that have spatial frameworks such as in science, technology …

Educational landscape of virtual reality in higher education: Bibliometric evidences of publishing patterns and emerging trends

S Rashid, A Khattak, M Ashiq, S Ur Rehman… - Publications, 2021 - mdpi.com
This bibliometric study examines the overall research trends and productivity in the field of
virtual reality (VR) in higher education. Bibliometric data were retrieved from Scopus …

La gamificación como estrategia didáctica para la enseñanza/aprendizaje de la programación: un mapeo sistemático de literatura

OR Sánchez, CAC Ordoñez, JAJ Toledo - Lámpsakos, 2018 - dialnet.unirioja.es
La incorporación de la gamificación en cursos de Programación ha sido identificada como
una estrategia potencial que podría maximizar la participación de los estudiantes y tener un …