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1. Assessment Framework for Immersive Learning: Application and Evaluation

2. Emotional and Cognitive Empathy, Enjoyment and Ease of Use of a Virtual Reality Environment about Migration in Colombia

3. Are Students Ready to Be Immersed? Acceptance of Mobile Immersive Virtual Reality by Secondary Education Students

4. Immersive Learning Environments for Self-regulation of Learning: A Literature Review

5. Immersive Educational Recycling Assistant (ERA): Learning Waste Sorting in Augmented Reality

6. Opening the 'Black Box' of VR for Workforce Development: Investigating Learners’ Device, Usage, and Identities

7. Role of Adaptation Phase in Educational Results of Virtual Reality Communication Training for Managers

8. : An Immersive Virtual Environment for Automotive Security Exploration

9. Flood Adventures: Evaluation Study of Final Prototype

10. Evaluating the Efficacy of a Desktop Virtual Reality Field Trip for Public Outreach

11. Digitising the Cultural Landscape of North Uist

12. Work, Trade, Learn: Developing an Immersive Serious Game for History Education

13. An Immersive Laboratory Environment for a Customized Learning Experience

14. Development of a 3D Modelling Gallery Based on Virtual Reality

15. Superfrog: Comparing Learning Outcomes and Potentials of a Worksheet, Smartphone, and Tangible AR Learning Environment

16. Shifts in Student Attitudes and Beliefs About Science Through Extended Play in an Immersive Science Game

17. Access to Escape - An Immersive Game-Based Learning Experience for Accessibility Education in Virtual Reality

18. Introducing a New Technology Quality Indicator for Intervention Design in Special Education

19. Novel Behaviors of Youth in a Virtual Reality Chemistry Lab

20. A Multimodal Document Viewer in Fully Immersive Virtual Reality

21. STEAM Project Exhibition in the Metaverse for Deaf High School Students’ Affective Empowerment: The Power of Student Museum Exhibitions in Social Virtual Reality

22. Designing an AR-Based Materials Library for Higher Education: Offering a Four-Know Learning Structure for Design and Engineering Students

24. A Platform for Analyzing Students’ Behavior in Virtual Spaces on Mozilla Hubs

25. A Review of Immersivity in Distance Higher Education STEM Subjects

26. Failure Stories and Surprising Findings: Learning from When VR Did Not Work

27. Digital Twins, Metaverse, and Learning. Review and Proposal of Conceptual Framework

28. Teachers’ Experience When Using Interactive Applications with Augmented Reality Glasses

29. Immersive Learning Research from the Perspective of Its Researchers and Practitioners: Questionnaire Validation and Early Results from a Survey on a Conceptual Framework for the Field

30. Trial Assessment of Online Learners’ Engagement with 360-Degree Architecture Videos

31. Framework of Pedagogic and Usability Principles for Effective Multi-user VR Learning Applications

32. Teachers’ Perceptions Towards the Use of Augmented Reality Smart Glasses in Their Teaching

33. A Portable Multi-user Cross-Platform Virtual Reality Platform for School Teaching in Malawi

34. Learning Analytics and Classroom Management in Specialized Environments: Enhancing the VR Classroom for CS Teacher Education

35. The Role of Context and Interaction When Learning With Augmented 360° Photos

36. Outdated or Not? A Case Study of How 3D Desktop VR Is Accepted Today

37. Research Agenda 2030: The Great Questions of Immersive Learning Research

38. Exploring Data Visualization in Mixed Reality Simulations to Measure Teacher Responsiveness

39. Exploring the Needs and Preferences of Autistic Users in Extended Reality: A Participatory and Human-Centered Approach

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