The use of gamification and virtual reality in higher education: A literature review.
Kristina NagelMaria RauschenbergerPublished in: GamiFIN (2024)
Keyphrases
- higher education
- literature review
- virtual reality
- virtual environment
- serious games
- learning technologies
- case study
- user experience
- distance learning
- e learning
- three dimensional
- mobile learning
- computer graphics
- virtual world
- online learning
- learning in higher education
- blended learning
- m learning
- tertiary education
- learning management systems
- open university
- virtual reality technology
- virtual training
- educational contexts
- game design
- higher education institutions
- machine learning
- corporate training
- information technology
- image processing
- interactive virtual