A Virtual Reality Scaffolding Prototype for College Students Self-directed Learning in STEAM.
Jun XuJinlei WengYe XuYuling XinPublished in: HCI (25) (2022)
Keyphrases
- virtual reality
- college students
- virtual environment
- high school
- learning strategies
- computer graphics
- computer assisted language learning
- attitudes toward
- augmented reality
- computer animation
- intrinsic motivation
- three dimensional
- virtual world
- united states
- virtual museum
- multi sensory
- virtual space
- image processing
- virtual humans
- learning environment
- social networking
- collaborative learning
- visual data mining
- computer networking
- virtual reality technology
- interpersonal communication
- tangible user interface
- force feedback
- collaborative virtual environments
- virtual training
- thinking skills
- computer vision
- interactive virtual