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Azetu Azashi Agyo; Emmanuel John Anagu – International Journal of Technology in Education and Science, 2025
As educational needs change, gamified immersive virtual reality (I-VR) can enhance learning by making it more interactive. Immersive virtual reality is used more in science than in the humanities. This study uses the Theory of Planned Behavior (TPB) to explore factors that affect students' intentions to use gamified I-VR, particularly in…
Descriptors: Gamification, Computer Simulation, Literacy, English Instruction
Finnah Fourqoniah; Muhammad Fikry Aransyah; Lilia Pasca Riani – Electronic Journal of e-Learning, 2025
The rapidly evolving field of digital entrepreneurial education has been significantly shaped by advancements in technologies such as augmented reality (AR), virtual reality (VR), and artificial intelligence (AI). While these technologies have opened new possibilities for entrepreneurial learning, much of the existing research is fragmented,…
Descriptors: Physical Environment, Simulated Environment, Synthesis, Information Technology
Frank August von Heiland II – ProQuest LLC, 2021
An Evaluation of the Impact of the COVID-19 Pandemic on the Training and Education of Air Force Intelligence Surveillance and Reconnaissance (ISR) Airmen Trident University International 2021 This Doctoral Study evaluated the impact of the COVID-19 Pandemic on the training of U.S. Air Force (USAF) Intelligence Surveillance and Reconnaissance (ISR)…
Descriptors: Evaluation, COVID-19, Pandemics, Armed Forces

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