Immersive gamification for education: No additional benefit gained from wearing a VR headset.
Cengiz GünayRahaf BarakatPublished in: SIGITE (2023)
Keyphrases
- virtual reality
- virtual environment
- serious games
- virtual reality technology
- virtual world
- role play
- virtual reality environments
- virtual space
- three dimensional
- augmented reality
- computer graphics
- mobile learning
- e learning
- learning experience
- distance education
- game play
- multi user
- game design
- lifelong learning
- higher education
- human computer interaction
- user experience
- design principles
- distance learning
- st century
- web based learning
- haptic device
- information systems