116 results on '"Mystakidis, Stylianos"'
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2. Design, Development, and Evaluation of a Virtual Reality Serious Game for School Fire Preparedness Training
3. Designing Simulations in the Metaverse: A Blueprint for Experiential Immersive Learning Experiences
4. Immersive Learning Design in the Metaverse: A Theoretical Literature Review Synthesis
5. STEAM Project Exhibition in the Metaverse for Deaf High School Students’ Affective Empowerment: The Power of Student Museum Exhibitions in Social Virtual Reality
6. STEAM Project Exhibition in the Metaverse for Deaf High School Students’ Affective Empowerment: The Power of Student Museum Exhibitions in Social Virtual Reality
7. The impact of augmented reality learning experiences based on the motivational design model: A meta-analysis
8. A Systematic Mapping Review of Augmented Reality Applications to Support STEM Learning in Higher Education
9. The Patras Blended Strategy Model for Deep and Meaningful Learning in Quality Life-Long Distance Education
10. Sustainable Engagement in Open and Distance Learning With Play and Games in Virtual Reality
11. Collaboration in a Virtual Reality Serious Escape Room in the Metaverse Improves Academic Performance and Learners' Experiences.
12. Collaborative problem solving for in-depth conceptual knowledge in 3D virtual worlds
13. Immersive Virtual Reality in K-12 and Higher Education: A systematic review of the last decade scientific literature
14. Virtual Reality Immersive Simulations for a Forensic Molecular Biology Course—A Quantitative Comparative Study.
15. Immersive Storytelling in Social Virtual Reality for Human-Centered Learning about Sensitive Historical Events
16. Motivation Enhancement Methods for Community Building in Extended Reality
17. Gamification in Online Education: A Visual Bibliometric Network Analysis
18. Augmented Reality Escape Classroom Game for Deep and Meaningful English Language Learning
19. Work-in-Progress—Telecommunications History Escape Room Puzzle Game: Become a Phryctoria Archmaester
20. A Mediation Model of the Usability and Intergroup Relation for Online Project Management Community Effectiveness with Microsoft Teams
21. The Case of Literacy Motivation: Playful 3D Immersive Learning Environments and Problem-Focused Education for Blended Digital Storytelling
22. Gamification in Education
23. Online Professional Development on Educational Neuroscience in Higher Education Based on Design Thinking
24. The Case of Literacy Motivation
25. Online Professional Development on Educational Neuroscience based on Design Thinking
26. Engagement with Optional Formative Feedback in a Portfolio-Based Digital Design Module
27. Review of: "Fishing Rods for Magic: Theatre Forum Tools to Support Primary School Students’ Active Engagement in Computer-Supported Collaborative Storytelling"
28. Immersive Learning
29. IMPROVING ONLINE LANGUAGE LEARNING INTERACTIVITY WITH MULTIUSER VIRTUAL REALITY ENVIRONMENTS: PREPARING FOR THE METAVERSE
30. HIGHER EDUCATION TEACHING TRANSFORMATION WITH EDUCATIONAL NEUROSCIENCE PRACTICES
31. Higher Education Faculty Perceptions and Needs on Neuroeducation in Teaching and Learning
32. Bringing Educational Neuroscience to Distance Learning with Design Thinking : The Design and Development of a Hybrid E-learning Platform for Skillful Training
33. E-Learning Courses Evaluation on the Basis of Trainees’ Feedback on Open Questions Text Analysis
34. Escaping the cell: virtual reality escape rooms in biology education.
35. Escaping the cell: virtual reality escape rooms in biology education
36. Teacher Perceptions on Virtual Reality Escape Rooms for STEM Education
37. Gamification and Instructional Design for Immersive Learning
38. Combat Tanking in Education
39. Metaverse
40. Playful Metaphors for Narrative-Driven E-Learning
41. Ready Teacher One: Virtual and Augmented Reality Online Professional Development for K-12 School Teachers
42. Virtual Reality Escape Rooms for STEM Education in Industry 4.0: Greek Teachers Perspectives
43. Deep Meaningful Learning
44. Deep and meaningful e-learning with social virtual reality environments in higher education : A systematic literature review
45. Virtual & Augmented Reality Innovations for Teachers, Teacher Education, and Professional Development
46. A systematic mapping review of augmented reality applications to support STEM learning in higher education
47. ARLEAN: An Augmented Reality Learning Analytics Ethical Framework
48. A Systematic Literature Review on the User Experience Design for Game-Based Interventions via 3D Virtual Worlds in K-12 Education
49. Deep and Meaningful E-Learning with Social Virtual Reality Environments in Higher Education: A Systematic Literature Review
50. Distance Higher Education Learning and Professional Pedagogy: Training the Trainers.
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