Effectiveness of virtual reality game in foreign language vocabulary acquisition

M Alfadil - Computers & Education, 2020 - Elsevier
This study explored the influence of the virtual reality (VR) game House of Languages on the
English as a Foreign Language (EFL) vocabulary acquisition of intermediate school …

Digital literacy of students and its improvement at the university

T Shopova - Journal on Efficiency and Responsibility in Education …, 2014 - eriesjournal.com
IIn response to the problems related to the effective use of new information and
communication technologies (ICT) in education and training, this paper focuses on the key …

Influence of students' learning style, sense of presence, and cognitive load on learning outcomes in an immersive virtual reality learning environment

CL Huang, YF Luo, SC Yang, CM Lu… - Journal of …, 2020 - journals.sagepub.com
The purpose of this study was to investigate the relationship among Taiwanese high school
students' learning style, sense of presence, cognitive load, and affective and cognitive …

A model for assessing the impact of e-learning systems on employees' satisfaction

NJ Navimipour, B Zareie - Computers in Human Behavior, 2015 - Elsevier
In a knowledge and information society, e-learning has built on the extensive use of
advanced information and communication technologies to deliver learning and instruction …

Investigating the impact of information systems on knowledge sharing

S Mirzaee, A Ghaffari - Journal of Knowledge Management, 2018 - emerald.com
Purpose Knowledge is the key factor and the strategic resource for acquiring assets and
intangible organizational capabilities, which can lead to further growth and development …

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 …

Factors influencing the effectiveness of E-Learning in healthcare: a fuzzy ANP study

SF Mahdavi Ardestani, S Adibi, A Golshan… - Healthcare, 2023 - mdpi.com
E-learning has transformed the healthcare education system by providing healthcare
professionals with training and development opportunities, regardless of their location …

Developing a new framework for evaluating e-learning systems: integrating BSC and FAHP

MJ Pour, M Hosseinzadeh, MB Azar, F Taheri - Kybernetes, 2017 - emerald.com
Purpose E-learning is one area of strategic application of information technology (IT) in the
educational field. In the past, massive investments in e-learning systems have neither been …

[图书][B] Virtual reality game classroom implementation: Teacher perspectives and student learning outcomes

MM Alfadil - 2017 - search.proquest.com
UNIVERSITY OF NORTHERN COLORADO Greeley, Colorado The Graduate School VIRTUAL
REALITY GAME CLASSROOM IMPLEMENTATION: TEACHER PER Page 1 UNIVERSITY OF …

A survey of students' experiences on collaborative virtual learning activities based on five-stage model

MK Karaman, SO Özen - Journal of Educational Technology & Society, 2016 - JSTOR
In this study, we aimed to design collaborative virtual learning (CVL) activities by using a five-
stage model (FSM) and survey of students' experiences. The study group consisted of 14 …