Investigating Students' Engagement, Enjoyment, and Sociability in Virtual Reality-Based Systems: A Comparative Usability Study of Spatial.io, Gather.town, and Zoom.
Summa SriworapongAung PyaeArin ThirasawasdWasin KeereewanPublished in: WIS (2022)
Keyphrases
- virtual reality
- virtual environment
- virtual world
- undergraduate students
- high school students
- learning environment
- virtual reality technology
- computer animation
- learning achievement
- computer graphics
- university students
- tangible user interface
- positive effects
- higher education
- virtual humans
- virtual laboratory
- visual data mining
- elementary school
- middle school
- student engagement
- human body
- learning activities
- virtual museum
- learning process
- cognitive engagement
- image processing