Exploring learner acceptance of the use of virtual reality in medical education: a case study of desktop and projection-based display systems

HM Huang, SS Liaw, CM Lai - Interactive Learning Environments, 2016 - Taylor & Francis
Advanced technologies have been widely applied in medical education, including human-
patient simulators, immersive virtual reality Cave Automatic Virtual Environment systems …

VILLAGE—V irtual I mmersive L anguage L earning and G aming E nvironment: Immersion and presence

YF Wang, S Petrina, F Feng - British Journal of Educational …, 2017 - Wiley Online Library
Abstract 3 D virtual worlds are promising for immersive learning in E nglish as a Foreign
Language (EFL). Unlike E nglish as a Second Language (ESL), EFL typically takes place in …

Aspects to be considered when implementing technology-enhanced learning approaches: A literature review

P Schweighofer, M Ebner - Future Internet, 2015 - mdpi.com
The significance of approaches to technology-enhanced learning (TEL) has increased
rapidly during the last few years. Nowadays in education different approaches such as game …

Learning activities as enactments of learning affordances in MUVEs: A review-based classification

O Mantziou, NM Papachristos… - Education and Information …, 2018 - Springer
Abstract Three Dimensional Multi-User Virtual Environments (MUVEs) are promising tools in
education because of the unique affordances they offer. These learning affordances imply …

A digital role-playing game for learning: Effects on critical thinking and motivation

HL Chen, CT Wu - Interactive Learning Environments, 2023 - Taylor & Francis
The present research examined the effect of digital role-playing game-based learning on
high school students' critical thinking ability. Playing a digital game designed with RPG …

[PDF][PDF] Language acquisition in Second Life: Improving self-efficacy beliefs

M Henderson, H Huang, S Grant… - Same places, different …, 2009 - Citeseer
This study found that collaborative language activities in an immersive virtual world
improved students' self-efficacy beliefs about their capacity to use Chinese language in a …

Evaluating a Second Life Problem-Based Learning (PBL) demonstrator project: what can we learn?

C Beaumont, M Savin-Baden, E Conradi… - Interactive Learning …, 2014 - Taylor & Francis
This article reports the findings of a demonstrator project to evaluate how effectively
Immersive Virtual Worlds (IVWs) could support problem-based learning. The project …

[PDF][PDF] Exploring the dimensions of self-efficacy in virtual world learning: Environment, task, and content

A deNoyelles, SR Hornik, RD Johnson - MERLOT Journal of Online …, 2014 - jolt.merlot.org
This study explores the dimensionality of college students' self-efficacy related to their
academic activities in the open-ended virtual world of Second Life (SL). To do this, relevant …

Web 3D simulation-based application in tourism education: A case study with Second Life

L Hsu - Journal of Hospitality, Leisure, Sport & Tourism …, 2012 - Elsevier
Abstract 3D simulation-based virtual worlds, such as Second Life (hereafter SL), have been
substantially adopted in educational settings worldwide. However, elaborations on such …

Virtual learning environments to enhance spatial orientation

C Carbonell-Carrera, JL Saorin - Eurasia Journal of Mathematics …, 2017 - ejmste.com
The spatial orientation skill allows us to determine our location in relation to the
environment. It can be developed through specific training, and is a competence to be …