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Language, Culture, & Heritage
Language, Culture, & Heritage
25 Items
All Items
Work-in-Progress—Preliminary Analysis of Spatial Perception in AR application with Eye-Tracking Data
Hongyu Xiang, Kukhyeon Kim, Jeeheon Ryu
169-171
DOI:
https://doi.org/10.56198/
Game-Based Virtual Reality for Languaculture Learning: An Example of the Forbidden City
Junjie Gavin Wu, Danyang Zhang, Minjuan Wang
164-168
DOI:
https://doi.org/10.56198/
Research Based on Affective Filter Theory: Is Social VR an Effective Tool for Learning a Second Language?
Yeonhee Cho, Hao Ning Hsu, Zhewen Zheng, Emily Elizabeth Trinh, Hyun Young Jang, Yusi Cheng
157-163
DOI:
https://doi.org/10.56198/
Digitally Restoring Artefacts Using 3D Modelling Techniques for Immersive Learning Opportunities
Sharon Pisani, Alan Miller, Mark Hall
149-156
DOI:
https://doi.org/10.56198/
Doctoral Colloquium—VeRdict: Imbuing VR Language Learning Applications with Dictionary Functionality
Louis Lecailliez, Noel H. Vincent
136-138
DOI:
https://doi.org/10.56198/
Work-in-Progress—Language, Culture, and Heritage: The VR Experience The Book of Distance and Teaching the Family Folklore Project
Rachel R. Tatro-Duarte, Charles W. MacQuarrie
133-135
DOI:
https://doi.org/10.56198/
Learning Organology in Virtual Environments: A Pilot Study for Virtual Music Education
Marie Haferkamp, Andreas Dengel
128-132
DOI:
https://doi.org/10.56198/
Game-Based Religion Education In Virtual Environments: A Pilot Study
Verena Wetzel, Andreas Dengel
123-127
DOI:
https://doi.org/10.56198/
Doctoral Colloquium—VeRdict: Imbuing VR Language Learning Applications with Dictionary Functionality
Louis Lecailliez, Noel H. Vincent
136-138
DOI:
https://doi.org/10.56198/6bvsmb47
Work-in-Progress—Language, Culture, and Heritage: The VR Experience The Book of Distance and Teaching the Family Folklore Project
Rachel R. Tatro-Duarte, Charles W. MacQuarrie
133-135
DOI:
https://doi.org/10.56198/xp8d5f05
Learning Organology in Virtual Environments: A Pilot Study for Virtual Music Education
Marie Haferkamp, Andreas Dengel
128-132
DOI:
https://doi.org/10.56198/bst84y27
Game-Based Religion Education In Virtual Environments: A Pilot Study
Verena Wetzel, Andreas Dengel
123-127
DOI:
https://doi.org/10.56198/b0a5z410
Exploring the Impact of Virtual Reality on Students’ Perceptions and Competency in Multimodal Communication
Meryem Yılmaz Soylu, Jeonghyun Lee, Zita Hüsing
176-185
DOI:
https://doi.org/10.56198/m6ark564
The Benefits and Impact of Introducing a Metaverse World Creation Package in International Virtual Exchange
Hayashi Masako, Abe Manato, Hayama Hirokazu
186-197
DOI:
https://doi.org/10.56198/15kmn925
Cross-Cultural Learning to Promote Global Citizenship Using Immersive Technology: A Systematic Literature Review
Fredrica V. Higgs, Patrick M. O’Shea
198-208
DOI:
https://doi.org/10.56198/zr68e349
Virtu-ELLE Vocabulary: Evaluating Three Second Language Acquisition VR Games
Yingzi Kong, Emily K. Johnson
209-218
DOI:
https://doi.org/10.56198/tw4hct56
Extended Abstract—IReinventing Cultural Roots: A Booklet Inspired by the Asian Minor Catastrophe
Athina Papadopoulou
219-224
DOI:
https://doi.org/10.56198/e9kkab79
Extended Abstract—Using Augmented Reality to Teach the History of Classical Athens: A Presentation of the Methodology and Preliminary Findings
Christopher Tripoulas, George Koutromanos
225-232
DOI:
https://doi.org/10.56198/rg9dce50
Extended Abstract— Cultural Learning Through Spherical Video-Based Virtual Reality: Facilitating Recognition, Reflection, and Identity Development
Yuting Chen, Morris Siu-Yung Jong , Yiu Man Chong , Ming Li
233-239
DOI:
https://doi.org/10.56198/t7g0x536
Work in progress—The Piazza Italiana as a Site of VR-Based Linguistic and Cultural Learning
Lucia Binotti, Amy Chambless
258-268
DOI:
https://doi.org/10.56198/U6C0WVIKE
Work-in-Progress—Cozy Games for Learning: Vocabulary Practice with Anim-ELLE Crossing
Yingzi Kong, Emily K. Johnson
253-257
DOI:
https://doi.org/10.56198/U6C0WIZ5O
Exploring Augmented Reality for Chinese as a Foreign Language Learners’ Reading Comprehension
Xingxing Xie, Mingqi Gong, Zhe Qu, Fenglin Bao
246-252
DOI:
https://doi.org/10.56198/U6C0WUM4V
Work-In-Progress—Exponenself: Exploring and Strengthening Cultural Identity from Virtual Reality to Reality
Jenny Jiang
93-95
DOI:
https://doi.org/10.56198/ZH3JOSNEY
Digitising the Cultural Landscape of North Uist
Sharon Pisani, Alan Miller, Mairi Morrison
389-399
Work, Trade, Learn: Developing an Immersive Serious Game for History Education
David Fernes, Sebastian Oberd ̈orfer, Marc Erich Latoschik
371-388
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Assessment and Evaluation (A&E)
Foundations in Immersive Learning Research and Theory
Galleries, Libraries, Archives, & Museums
Inclusion, Diversity, Equity, Access, & Social Justice
STEM Education
Language, Culture, & Heritage
Medical & Healthcare Education
Nature & Environmental Sciences
Workforce Development & Industry Training
Self and Co-regulated Learning with Immersive Learning Environments
Immersive learning across Latin America: state of research, use cases and projects
Sustainable Development and Immerse Learning in the Climate Emergency
Literacy Equity and Immersive Learning
Special Track 3: Immersive Technologies, XR and AI for Education (XRAI4Edu)
Special Track 2:Navigating Grand Challenges: Immersive Learning & Global Solutions (iLRNGrandChallenges)
Teaching with XR Literacies: Empowering Educators through EU Projects’ Frameworks
OpenEU Pathways to Immersive Societies: AI‑Empowered Learning Ecosystems for Digital Education
Immersive Futures for a Sustainable World: Advancing the UN SDGs Through XR Learning
Critical Game Literacies in Immersive Learning: Co-Creation, Play, and Digital Expression
OnLIFE Education Paradigm in Ecologically Connected Immersive Contexts
Virtual Worlds
Virtual Reality
Customized Games, Off the Shelf Modifications
Theoretical/Overviews
Virtual Worlds and Virtual Reality
Augmented Reality, Wearable Technologies
Immersive Experiences for Children with Special Needs and Older Adults
Immersive Education to Teach Specific Academic Content
Personalization in Immersive
Game-Based Learning Environments
Special Track: Digital Heritage and the Immersive City
Special Track: Immersive and Engaging Educational Experiences
Special Track: Wearable Technology Enhanced Learning
Special Track: Serious Games Using Immersive and Assistive Technologies
Disciplinary Applications: Special Education
Disciplinary Applications: History
Pedagogical Strategies
Immersion and Presence
Early Childhood Development and Learning
Fundamental Research and Theory in Immersive Learning
Environmental Sciences, Climate Change, and Immersive Technologies
Immersive Technologies in Cultural Heritage
Immersive Technologies in Primary and Secondary Education
Games and Game Design
ST: Environmental Sciences and Immersive Learning
Climate Change and Disaster Management Immersive Analytics
Immersed in Cultural Heritage
Personalisation in Immersive and Game-Based Learning Environments