Relations Between the Tendency to Invest in Virtual Presence, Actual Virtual Presence, and Learning Outcomes in Educational Computer Games.
Claudia SchraderTheo J. BastiaensPublished in: Int. J. Hum. Comput. Interact. (2012)
Keyphrases
- learning outcomes
- computer games
- digital storytelling
- learning experience
- virtual environment
- collaborative learning
- game playing
- school education
- learning environment
- educational games
- learning processes
- educational software
- online game
- virtual world
- game based learning
- individual differences
- role play
- high school
- learning technologies
- serious games
- educational technology
- learning goals
- higher education