39 results on '"Pena-Rios, Anasol"'
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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
23. A Serious Game Based on Hidden Objects for Art History in Fully Immersive Virtual Reality
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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