108 results on '"Richter, Jonathon"'
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2. Developing Serious Games to Improve Learning and Increase Interest in STEM Careers for Middle School Students: The Mice of Riddle Place®
3. Assessment Framework for Immersive Learning: Application and Evaluation
4. Emotional and Cognitive Empathy, Enjoyment and Ease of Use of a Virtual Reality Environment about Migration in Colombia
5. Are Students Ready to Be Immersed? Acceptance of Mobile Immersive Virtual Reality by Secondary Education Students
6. Immersive Learning Environments for Self-regulation of Learning: A Literature Review
7. Immersive Educational Recycling Assistant (ERA): Learning Waste Sorting in Augmented Reality
8. Opening the 'Black Box' of VR for Workforce Development: Investigating Learners’ Device, Usage, and Identities
9. Role of Adaptation Phase in Educational Results of Virtual Reality Communication Training for Managers
10. : An Immersive Virtual Environment for Automotive Security Exploration
11. Flood Adventures: Evaluation Study of Final Prototype
12. Evaluating the Efficacy of a Desktop Virtual Reality Field Trip for Public Outreach
13. Digitising the Cultural Landscape of North Uist
14. Work, Trade, Learn: Developing an Immersive Serious Game for History Education
15. An Immersive Laboratory Environment for a Customized Learning Experience
16. Development of a 3D Modelling Gallery Based on Virtual Reality
17. Superfrog: Comparing Learning Outcomes and Potentials of a Worksheet, Smartphone, and Tangible AR Learning Environment
18. Shifts in Student Attitudes and Beliefs About Science Through Extended Play in an Immersive Science Game
19. Access to Escape - An Immersive Game-Based Learning Experience for Accessibility Education in Virtual Reality
20. Introducing a New Technology Quality Indicator for Intervention Design in Special Education
21. Novel Behaviors of Youth in a Virtual Reality Chemistry Lab
22. A Multimodal Document Viewer in Fully Immersive Virtual Reality
23. STEAM Project Exhibition in the Metaverse for Deaf High School Students’ Affective Empowerment: The Power of Student Museum Exhibitions in Social Virtual Reality
24. Designing an AR-Based Materials Library for Higher Education: Offering a Four-Know Learning Structure for Design and Engineering Students
25. A Serious Game Based on Hidden Objects for Art History in Fully Immersive Virtual Reality
26. A Platform for Analyzing Students’ Behavior in Virtual Spaces on Mozilla Hubs
27. A Review of Immersivity in Distance Higher Education STEM Subjects
28. Failure Stories and Surprising Findings: Learning from When VR Did Not Work
29. Digital Twins, Metaverse, and Learning. Review and Proposal of Conceptual Framework
30. Teachers’ Experience When Using Interactive Applications with Augmented Reality Glasses
31. Trial Assessment of Online Learners’ Engagement with 360-Degree Architecture Videos
32. Framework of Pedagogic and Usability Principles for Effective Multi-user VR Learning Applications
33. Teachers’ Perceptions Towards the Use of Augmented Reality Smart Glasses in Their Teaching
34. A Portable Multi-user Cross-Platform Virtual Reality Platform for School Teaching in Malawi
35. Learning Analytics and Classroom Management in Specialized Environments: Enhancing the VR Classroom for CS Teacher Education
36. The Role of Context and Interaction When Learning With Augmented 360° Photos
37. Outdated or Not? A Case Study of How 3D Desktop VR Is Accepted Today
38. Research Agenda 2030: The Great Questions of Immersive Learning Research
39. Exploring Data Visualization in Mixed Reality Simulations to Measure Teacher Responsiveness
40. Exploring the Needs and Preferences of Autistic Users in Extended Reality: A Participatory and Human-Centered Approach
41. Investigating Children’s Immersion in a High-Embodied Versus Low-Embodied Digital Learning Game in an Authentic Educational Setting
42. Time Travel as a Visitor Experience: A Virtual Reality Exhibit Template for Historical Exploration
43. Using Cognitive Walkthrough and Hybrid Prototyping to Gather User Requirements in Early Design Virtual Reality Prototypes
44. Presence Is the Key to Understanding Immersive Learning
45. Hyper/Actual Immersiveness Scale to Evaluate Experiences in Mixed Reality Using Design Thinking
46. Immersive Virtual Environments and Learning Assessments
47. Enhancing Emotional Effectiveness of Virtual-Reality Experiences with Voice Control Interfaces
48. A Generalized Pedagogical Framework for Creating Mixed-Mode Role-Play in Multi-User Virtual Environments
49. Social Organisation and Cooperative Learning: Identification and Categorisation of Groups and Sub-Groups in Non-Cooperative Games
50. Learning Through Experiences: Accessible Fabricated Dioramas for the Visually Impaired
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