Immersive virtual reality as a pedagogical tool in education: a systematic literature review of quantitative learning outcomes and experimental design

D Hamilton, J McKechnie, E Edgerton… - Journal of Computers in …, 2021 - Springer
The adoption of immersive virtual reality (I-VR) as a pedagogical method in education has
challenged the conceptual definition of what constitutes a learning environment. High fidelity …

The potential of immersive virtual reality to enhance learning: A meta-analysis

M Coban, YI Bolat, I Goksu - Educational Research Review, 2022 - Elsevier
Research on the impact of immersive virtual reality (I-VR) technology on learning has
become necessary with the decreasing cost of virtual reality technologies and the …

Reinforcing customer journey through artificial intelligence: a review and research agenda

J Rana, L Gaur, G Singh, U Awan… - International Journal of …, 2022 - emerald.com
Purpose This study defines a three-angled research plan to intensify the knowledge and
development undergoing in the retail sector. It proposes a theoretical framework of the …

Could virtual reality applications pose real risks to children and adolescents? A systematic review of ethical issues and concerns

P Kaimara, A Oikonomou, I Deliyannis - Virtual Reality, 2022 - Springer
Virtual reality technologies (VRTs) are high-tech human–computer interfaces used to
develop digital content and can be applied to multiple different areas, often offering …

Immersive virtual-reality computer-assembly serious game to enhance autonomous learning

D Checa, I Miguel-Alonso, A Bustillo - Virtual Reality, 2023 - Springer
Immersive virtual reality (VR) environments create a very strong sense of presence and
immersion. Nowadays, especially when student isolation and online autonomous learning is …

A study on the impact of STEAM education for sustainable development courses and its effects on student motivation and learning

PW Hsiao, CH Su - Sustainability, 2021 - mdpi.com
In 2019, the United Nations released its 10-year policy of “ESD for 2030”. Many schools
around the world have actively participated in the transformation and have included the …

Using a mobile virtual reality and computer game to improve visuospatial self-efficacy in middle school students

I Kuznetcova, M Glassman, S Tilak, Z Wen… - Computers & …, 2023 - Elsevier
Visuospatial (VS) skills, or one's ability to mentally manipulate spatial information about
objects, are critical to STEM enrollment, retention, and achievement. Low level of VS skills …

Factors affecting the adoption and use of AVR technology in higher and tertiary education

C Matsika, M Zhou - Technology in Society, 2021 - Elsevier
The research study assesses the factors that determine the adoption of Augmented and
Virtual Reality (AVR) technology in Higher and Tertiary Education. In spite of the well …

Towards the adoption of virtual reality training systems for the self-tuition of industrial robot operators: A case study at KUKA

FG Pratticò, F Lamberti - Computers in Industry, 2021 - Elsevier
Interest is growing around Virtual Reality training systems (VRTSs), which started to be
considered as a credible option to train companies' workforce. Although the efficacy of …

Smartphone use and academic performance of university students: a mediation and moderation analysis

RR Ahmed, F Salman, SA Malik, D Streimikiene… - Sustainability, 2020 - mdpi.com
The purpose of the undertaken study is to examine the influence of smartphones on the
performance of university students in Pakistan. This paper also investigates the functions of …