[PDF][PDF] Game based learning with artificial intelligence and immersive technologies: An overview.

YY Dyulicheva, AO Glazieva - CS&SE@ SW, 2021 - academia.edu
The usage of serious games with AI and immersive technologies in education is considered
in the paper. We discussed the development of serious educational games with adaptability …

Towards collaborative learning in virtual reality: A comparison of co-located symmetric and asymmetric pair-learning

T Drey, P Albus, S der Kinderen, M Milo… - Proceedings of the …, 2022 - dl.acm.org
Pair-learning is beneficial for learning outcome, motivation, and social presence, and so is
virtual reality (VR) by increasing immersion, engagement, motivation, and interest of …

Digital game-based technology for English language learning in preschools and primary schools: A systematic analysis

CA Ongoro, YY Fanjiang - IEEE Transactions on Learning …, 2023 - ieeexplore.ieee.org
This article aims to provide a systematic review of existing research on the use of digital
game-based learning (DGBL) technology for foreign language (English) in preschool and …

[HTML][HTML] How instructional context can impact learning with educational technology: Lessons from a study with a digital learning game

BM McLaren, JE Richey, H Nguyen, X Hou - Computers & Education, 2022 - Elsevier
There is a tendency to think of the impact of educational technology in a vacuum. However, it
is likely that the instructional context in which educational technology is used affects student …

Evaluating tutorial-based instructions for controllers in virtual reality games

D Kao, AJ Magana, C Mousas - Proceedings of the ACM on human …, 2021 - dl.acm.org
Virtual reality (VR) has disrupted the gaming market and is rapidly becoming ubiquitous. Yet
differences between VR and traditional mediums, such as controllers that are visible in the …

Cultural insights in souls-like games: analyzing player behaviors, perspectives, and emotions across a multicultural context

S Pan, GJW Xu, K Guo, SH Park… - IEEE Transactions on …, 2024 - ieeexplore.ieee.org
Souls-like games are one of the most popular and emerging genres in the contemporary
gaming world. This study compared the behavioral characteristics, perspectives, and …

Investigating the effects of individual spatial abilities on virtual reality object manipulation

T Drey, M Montag, A Vogt, N Rixen, T Seufert… - Proceedings of the …, 2023 - dl.acm.org
Object manipulation in 3D space, meaning translating, rotating, and scaling, is ubiquitous in
virtual reality (VR), and several interaction techniques have been developed in the past to …

[HTML][HTML] Emerging technologies in higher education assessment and feedback practices: A systematic literature review

R Sembey, R Hoda, J Grundy - Journal of Systems and Software, 2024 - Elsevier
Abstract The use of Emerging Technologies, such as Artificial Intelligence (AI), Learning
Analytics (LA) and Extended Reality (XR) applications, in higher education has proliferated …

Personalization of a mid-air gesture keyboard using multi-objective bayesian optimization

J Shen, J Hu, JJ Dudley… - 2022 IEEE International …, 2022 - ieeexplore.ieee.org
We present AdaptiKeyboard, a mid-air gesture keyboard that uses multi-objective Bayesian
optimization to adaptively change layout size to simultaneously optimize speed and …

[HTML][HTML] Applying multimodal data fusion to track autistic adolescents' representational flexibility development during virtual reality-based training

J Moon, F Ke, Z Sokolikj, S Chakraborty - Computers & Education: X Reality, 2024 - Elsevier
In our study, we harnessed multimodal data to develop a predictive model aimed at
assessing the development of representational flexibility (RF) in autistic adolescents …