Effects of a place-based digital gameful learning experience on middle school students' watershed literacy and attitudes about desktop virtual reality gameplay.
Robson Araujo JuniorAlec M. BodzinPublished in: Interact. Learn. Environ. (2024)
Keyphrases
- virtual reality
- learning experience
- game play
- middle school students
- video games
- middle school
- virtual environment
- learning tools
- learning outcomes
- e learning
- individual differences
- learning process
- computer graphics
- helping students
- attitudes toward
- educational games
- game design
- pilot study
- learning scenarios
- mobile learning
- science education
- three dimensional
- learning resources
- learning styles
- game based learning
- serious games
- virtual world
- high school
- computer vision
- game playing
- m learning
- authoring tool
- computer games
- user interface
- learning processes
- machine learning