Publication Date
| In 2026 | 0 |
| Since 2025 | 1 |
| Since 2022 (last 5 years) | 4 |
| Since 2017 (last 10 years) | 4 |
| Since 2007 (last 20 years) | 4 |
Descriptor
| Computer Simulation | 4 |
| Game Based Learning | 4 |
| Learning Experience | 4 |
| Technology Uses in Education | 3 |
| Student Attitudes | 2 |
| Accuracy | 1 |
| Artificial Intelligence | 1 |
| Charter Schools | 1 |
| Computer Uses in Education | 1 |
| Concept Formation | 1 |
| Departments | 1 |
| More ▼ | |
Source
| British Journal of… | 1 |
| Comunicar: Media Education… | 1 |
| Interactive Learning… | 1 |
| International Association for… | 1 |
Author
| Alec M. Bodzin | 1 |
| Barbara Bruschi | 1 |
| Checa, David | 1 |
| Damaris Baciu | 1 |
| Eileen McGivney | 1 |
| Fabiola Camandona | 1 |
| Manuela Repetto | 1 |
| Melania Talarico | 1 |
| Miguel-Alonso, Ines | 1 |
| Pardo-Aguilar, Carlos | 1 |
| Robson M. Araujo-Junior | 1 |
| More ▼ | |
Publication Type
| Reports - Research | 4 |
| Journal Articles | 3 |
| Speeches/Meeting Papers | 1 |
| Tests/Questionnaires | 1 |
Education Level
| Secondary Education | 2 |
| High Schools | 1 |
| Higher Education | 1 |
| Junior High Schools | 1 |
| Middle Schools | 1 |
| Postsecondary Education | 1 |
Audience
Location
| Italy | 1 |
| Massachusetts (Boston) | 1 |
| Romania | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Serrano-Mamolar, Ana; Miguel-Alonso, Ines; Checa, David; Pardo-Aguilar, Carlos – Comunicar: Media Education Research Journal, 2023
At present, the use of eye-tracking data in immersive Virtual Reality (iVR) learning environments is set to become a powerful tool for maximizing learning outcomes, due to the low-intrusiveness of eye-tracking technology and its integration in commercial iVR Head Mounted Displays. However, the most suitable technologies for data processing should…
Descriptors: Student Evaluation, Computer Simulation, Eye Movements, Technology Integration
Eileen McGivney – British Journal of Educational Technology, 2025
Agency, or the capacity to take intentional actions, is considered one of the primary affordances of virtual reality (VR) for learning. VR is expected to increase learners' agency because it allows for full-body interactivity from a first-person perspective, giving them novel ways of interacting with the digital environment. Yet, agency in…
Descriptors: Technology Uses in Education, Computer Simulation, Field Trips, Personal Autonomy
Robson M. Araujo-Junior; Alec M. Bodzin – Interactive Learning Environments, 2024
Digital game-based and gamified technologies hold much promise to promote the development of learners' conceptual knowledge. This efficacy study used desktop virtual reality (dVR) to investigate how the place-based digital gameful learning experience (DGLE) "Watershed Explorers", implemented as a curriculum enhancement activity, impacted…
Descriptors: Game Based Learning, Place Based Education, Learning Experience, Middle School Students
Barbara Bruschi; Theofild-Andrei Lazar; Manuela Repetto; Fabiola Camandona; Melania Talarico; Damaris Baciu; Simone Zamarian – International Association for Development of the Information Society, 2024
This study presents an innovative approach to promoting the international attractiveness of the University of Turin (UniTo) through synergy with the University of the West Timi?oara in the "UNITorientA" project. In particular, the focus is developing a gamified virtual tour to offer students an interactive immersion in university spaces.…
Descriptors: Game Based Learning, Universities, Philosophy, Departments

Peer reviewed
Direct link
