Using a mobile Virtual Reality and computer game to improve visuospatial self-efficacy in middle school students.
Irina KuznetcovaMichael GlassmanShantanu TilakZiye WenMarvin EvansLogan PelfreyTzu-Jung LinPublished in: Comput. Educ. (2023)
Keyphrases
- virtual reality
- computer games
- middle school students
- pilot study
- virtual environment
- three dimensional
- virtual world
- computer graphics
- virtual reality technology
- game design
- interactive virtual
- virtual humans
- serious games
- video games
- middle school
- mobile phone
- autistic children
- game play
- educational games
- learning strategies
- metadata