[PDF][PDF] A literature review on immersive virtual reality in education: state of the art and perspectives

L Freina, M Ott - The international scientific conference elearning and …, 2015 - academia.edu
Since the first time the term" Virtual Reality"(VR) has been used back in the 60s, VR has
evolved in different manners becoming more and more similar to the real world. Two …

Clinical psychology of Internet addiction: a review of its conceptualization, prevalence, neuronal processes, and implications for treatment

HM Pontes, DJ Kuss, MD Griffiths - Neuroscience and …, 2015 - Taylor & Francis
Research into Internet addiction (IA) has grown rapidly over the last decade. The topic has
generated a great deal of debate, particularly in relation to how IA can be defined …

Virtual and augmented reality: Advancing research in consumer marketing

M Wedel, E Bigné, J Zhang - International Journal of Research in …, 2020 - Elsevier
Virtual reality (VR) and augmented reality (AR) technologies are having a profound impact
on a variety of marketing practices and are attracting increasing attention from marketing …

Flow experience in game based learning–a systematic literature review

A Perttula, K Kiili, A Lindstedt, P Tuomi - 2017 - trepo.tuni.fi
The entertaining elements implemented in a serious game are key factors in determining
whether a player will be engaged in a play-learn process and able to achieve the desired …

The End is the Beginning is the End: The closed-loop learning analytics framework

M Sailer, M Ninaus, SE Huber, E Bauer… - Computers in Human …, 2024 - Elsevier
This article provides a comprehensive review of current practices and methodologies within
the field of learning analytics, structured around a dedicated closed-loop framework. This …

Multimodal serious games technologies for cultural heritage

F Liarokapis, P Petridis, D Andrews… - Mixed reality and …, 2017 - Springer
This chapter describes how multimodal serious games can create an immersive experience
to enhance the visitor's experience. The creation of more engaging digital heritage …

Assessing fraction knowledge by a digital game

M Ninaus, K Kiili, J McMullen, K Moeller - Computers in Human Behavior, 2017 - Elsevier
Serious or educational games gain increasing research interest as tools to augment
traditional instructional approaches on scholastic learning, especially in mathematics …

[HTML][HTML] The effect of virtual-reality-based restorative environments on creativity

H Li, X Du, H Ma, Z Wang, Y Li, J Wu - International journal of …, 2022 - mdpi.com
This study, based on the theory of restorative environmental, uses virtual reality (VR)
technology to construct interactive restorative environments and discusses the influence of …

[HTML][HTML] A comparison of traditional and serious game-based digital markers of cognition in older adults with mild cognitive impairment and healthy controls

P Iliadou, I Paliokas, S Zygouris… - Journal of …, 2021 - content.iospress.com
Background: Electroencephalography (EEG) has been used to assess brain activity while
users are playing an immersive serious game. Objective: To assess differences in brain …

Connecting levels of analysis in educational neuroscience: A review of multi-level structure of educational neuroscience with concrete examples

H Han, F Soylu, DM Anchan - Trends in Neuroscience and Education, 2019 - Elsevier
In its origins educational neuroscience has started as an endeavor to discuss implications of
neuroscience studies for education. However, it is now on its way to become a …