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Foundations in Immersive Learning Research and Theory
Foundations in Immersive Learning Research and Theory
94 Items
All Items
Failure Stories and Surprising Findings: Learning From When VR Did Not Work
Xichen Li, Joey J. Lee
19-33
The Role of Context and Interaction when Learning with Augmented 360° Images
Jule M. Krüger, Mariam Koch, Daniel Bodemer
1-18
Doctoral Colloquium—The Relationship between Presence, Flow and Interest in Immersive Learning Applications for Higher Education
David Fernes, Andreas Dengel
40-43
DOI:
https://doi.org/10.56198/ZH3JOLKWP
Work-in-Progress—Preservice Teachers’ Perceptions of Advantages of Virtual and Augmented Reality Technology in the Everyday K-12 Classroom
David Fernes, Andreas Dengel, Jonas Maurer, Hai Hoang Pham
33-39
DOI:
https://doi.org/10.56198/ZH3JOHYEA
Work-in-Progress—The Impact World: The Design Process of an Immersive Web Environment
Diogo Cardoso, Isabella Bertucci, Bárbara Cleto
29-32
DOI:
https://doi.org/10.56198/ZH3JOMPQS
Work-in-Progress—Assessing the Feasibility of Playtesting Video Games Using Immersive Technologies as a Learning Method
Louis Nisiotis, Aimilios Hadjiliasi
24-28
DOI:
https://doi.org/10.56198/ZH3JOITAS
Work-in-Progress—VR Implementation in Classrooms: A TPACK Perspective
Kazuki Saito, Joey J. Lee
17-23
DOI:
https://doi.org/10.56198/ZH3JOHA64
Work-in-Progress—Review of the Application of the Spherical Video- Based Virtual Reality in Education: A Case Study of EduVenture-VR and Its Use in Chinese Language Education
Youwen Shi
11-16
DOI:
https://doi.org/10.56198/ZH3JOZTLN
Trial Assessment of Online Learners' Engagement with 360-degree Architecture Videos
Fengyuan Liu, May Kristine Jonson Carlon, Mohamed Rami Gaddem, Jeffrey S. Cross
68-81
Are Students Ready To Be Immersed? Acceptance of Mobile Immersive Virtual Reality by Secondary Education Students
Carl Boel, Tijs Rotsaert, Martin Valcke, Yves Rosseel, Alexander Vanhulsel, Tammy Schellens
82-93
Framework of Pedagogic and Usability Principles for Effective Multi-user VR Learning Environments
Anna Ansone, Lana Franceska Dreimane, Zinta Zalite-Supe
94-108
Teachers’ Experience when Using Interactive Applications with Augmented Reality Glasses
George Koutromanos, Ioannis Vrellis, Tassos Mikropoulos, Tryfon Sivenas
109-123
Teachers’ Perceptions Towards the use of Augmented Reality Smart Glasses in their Teaching
Georgia Kazakou, George Koutromanos
124-137
Exploring the Needs and Preferences of Autistic Users in Extended Reality: A Participatory and Human-Centered Approach
Jie Lu, Matthew Schmidt
138-149
Outdated or Not? A Case Study of How 3D Desktop VR Is Accepted Today
Hao He, Xinhao Xu, Jhon Bueno-Vesga, Shangman Li, Yuanyuan Gu
150-161
Research Agenda 2030: The Great Questions of Immersive Learning Research
Andreas Dengel, Alexander Steinmaurer, Lea Marie Müller, Melanie Platz, Minjuan Wang, Christian Gütl, Andreas Pester, Leonel Morgado
162-172
Exploring Data Analytics in Mixed Reality Simulations to Measure Teacher Responsiveness
Rhonda Bondie, Zid Macenido, Happi Adams, Chris Dede
173-182
A Portable Multi-User Cross-Platform Virtual Reality Platform for School Teaching in Malawi
Francis Kambili-Mzembe, Neil A. Gordon
183-193
Work-in-Progress-Participatory Design of an Augmented Reality Firewall Game
Syed Ali Asif, Raymond Patt, Teomara Rutherford, Chrystalla Mouza, Chien-Chung Shen
1-5
DOI:
https://doi.org/10.56198/ZH3JOJ4XF
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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