nr |
titel |
auteur |
tijdschrift |
jaar |
jaarg. |
afl. |
pagina('s) |
type |
1 |
Advantages of virtual reality childbirth education
|
Siivola, Marjaana |
|
|
4 |
C |
p. |
artikel |
2 |
An exploratory study of social presence and cognitive engagement association in a collaborative virtual reality learning environment
|
Dunmoye, Isaac D. |
|
|
4 |
C |
p. |
artikel |
3 |
A novel ethical analysis of educational XR and AI in literature
|
Memarian, Bahar |
|
|
4 |
C |
p. |
artikel |
4 |
Applying multimodal data fusion to track autistic adolescents’ representational flexibility development during virtual reality-based training
|
Moon, Jewoong |
|
|
4 |
C |
p. |
artikel |
5 |
A Serious game for programming in higher education
|
Hainey, Thomas |
|
|
4 |
C |
p. |
artikel |
6 |
ASL champ!: a virtual reality game with deep-learning driven sign recognition
|
Alam, Md Shahinur |
|
|
4 |
C |
p. |
artikel |
7 |
A social presence benchmark framework for extended reality (XR) technologies
|
Lege, Ryan |
|
|
4 |
C |
p. |
artikel |
8 |
A systematic literature review on user factors to support the sense of presence in virtual reality learning environments
|
Wiepke, Axel |
|
|
4 |
C |
p. |
artikel |
9 |
A systematic review of google cardboard used in education
|
Wang, Zilin |
|
|
4 |
C |
p. |
artikel |
10 |
A systematic review of research on xReality (XR) in the English classroom: Trends, research areas, benefits, and challenges
|
Luo, Shuqiong |
|
|
4 |
C |
p. |
artikel |
11 |
A systematic review on vocabulary learning in AR and VR gamification context
|
Haoming, Lin |
|
|
4 |
C |
p. |
artikel |
12 |
Developing an immersive game-based learning platform with generative artificial intelligence and virtual reality technologies – “LearningverseVR”
|
Song, Yanjie |
|
|
4 |
C |
p. |
artikel |
13 |
Development and testing of a model for explaining learning and learning-related factors in immersive virtual reality
|
Fokides, Emmanuel |
|
|
4 |
C |
p. |
artikel |
14 |
Exploring interactivity effects on learners’ sense of agency, cognitive load, and learning outcomes in immersive virtual reality: A mixed methods study
|
Lehikko, Anu |
|
|
4 |
C |
p. |
artikel |
15 |
Exploring the effect of VR-enhanced teaching aids in STEAM education: An embodied cognition perspective
|
Zhan, Zehui |
|
|
4 |
C |
p. |
artikel |
16 |
Immersive technologies in health professions education: A bibliometric analysis
|
Li, Shan |
|
|
4 |
C |
p. |
artikel |
17 |
Immersive VR for K-12 experiential education – proposing a pedagogies, practicalities, and perspectives informed framework
|
Schott, Christian |
|
|
4 |
C |
p. |
artikel |
18 |
Implementing Universal Design through augmented-reality game-based learning
|
Gill, Amarpreet |
|
|
4 |
C |
p. |
artikel |
19 |
Learning effectiveness of immersive virtual reality in education and training: A systematic review of findings
|
Conrad, Matthias |
|
|
4 |
C |
p. |
artikel |
20 |
Metacognition and autonomy in building a community for language learning through VR digital gaming
|
Teng, Mark Feng |
|
|
4 |
C |
p. |
artikel |
21 |
Task difficulty impact on multitasking in mixed reality environments
|
Abbas, Safanah |
|
|
4 |
C |
p. |
artikel |
22 |
Unveiling the synergy of peer feedback and the Metaverse
|
Wu, Junjie Gavin |
|
|
4 |
C |
p. |
artikel |
23 |
Use of a mixed-reality creative environment in design education
|
Liu, Xiaoxiao |
|
|
4 |
C |
p. |
artikel |