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Applications of virtual reality in engineering and product design: Why, what, how, when and where
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 …
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 …
metodológicas que acercan los procesos educativos a los intereses ya las necesidades del …
On the design of virtual reality learning environments in engineering
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 …
in computer science, engineering, and medicine. Concretely, the engineering applications …
How will vr enter university classrooms? multi-stakeholders investigation of vr in higher education
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 …
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) …
schools are based on experience, making use of technologies such as Virtual Reality (VR) …
Virtual reality and gamification in education: a systematic review
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 …
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
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 …
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 …
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
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 …
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
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 …
una estrategia potencial que podría maximizar la participación de los estudiantes y tener un …