Creating Virtual Reality in a Business and Technology Educational Context

Author:

Andone Diana,Frydenberg Mark

Publisher

Springer International Publishing

Reference20 articles.

1. Andone, D., & Frydenberg, M. (2014). Becoming creative creators: Simulating a global workplace using computational thinking practices. In Proceedings of EdMedia: World Conference on Educational Media and Technology (pp. 564–571). Presented at the EdMedia, Tampere, Finland: Association for the Advancement of Computing in Education (AACE).

2. Andone, D., & Frydenberg, M. (2017). Experiences in online collaborative learning with augmented reality. In The International Scientific Conference eLearning and Software for Education (Vol. 2, p. 239). Presented at the ICALT, Timisoara, Romania.

3. Benedek, J., & Miner, T. (2003). Measuring desirability: New methods for evaluating desirability in a usability lab setting. In Proceedings of Usability Professionals Association (Vol. 8–12, p. 57).

4. Bertolini, M., Scali, F., Poletti, G., Guerreschi, A., Fontana, F., & Thun Hohenstein, U. (2018). Virtual Portable Art: un percorso virtuale per le pietre incise di Riparo Tagliente [Virtual portable art: A virtual path for the engraved stones of Riparo Tagliente]. Sezione di Museologia Scientifica e Naturalistica.

5. Blumenfeld, P. C., Soloway, E., Marx, R. W., Krajcik, J. S., Guzdial, M., & Palincsar, A. (1991). Motivating project-based learning: Sustaining the doing, supporting the learning. Educational Psychologist, 26(3–4), 369–398.

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