Gamification in Education: Building an Escape Room using VR Technologies.
Antonia StanevaT. IvanovaKatia Rasheva-YordanovaDaniela BorissovaPublished in: MIPRO (2023)
Keyphrases
- serious games
- virtual environment
- st century
- virtual reality
- social computing
- information society
- academic institutions
- information and communications technology
- multimedia technology
- digital technologies
- e learning
- educational institutions
- emerging technologies
- information and communication technologies
- design principles
- user experience
- game design
- learning theories
- mobile technologies
- educational technology
- advanced technology
- virtual world
- data mining
- web based technologies
- information infrastructure
- educational activities
- national institute