Publisher
Springer Science and Business Media LLC
Subject
Library and Information Sciences,Education
Reference37 articles.
1. Alhalabi, W. S. (2016). Virtual reality systems enhance students' achievements in engineering education. Behaviour & Information Technology, 35(11), 919–925. https://doi.org/10.1080/0144929x.2016.1212931 .
2. Anderson, P. L., Price, M., Edwards, S. M., Obasaju, M. A., Schmertz, S. K., Zimand, E., & Calamaras, M. R. (2013). Virtual reality exposure therapy for social anxiety disorder: A randomized controlled trial. Journal of Consulting and Clinical Psychology, 81(5), 751.
3. Andreoli, R., Corolla, A., Faggiano, A., Malandrino, D., Pirozzi, D., Ranaldi, M., … Scarano, V. (2016) Immersivity and playability evaluation of a game experience in cultural heritage. Vol. 10058 LNCS. 6th International Euro-Mediterranean Conference on Digital Heritage, EuroMed 2016 (pp. 814-824): Springer Verlag.
4. Bharathi, A. K. B. G., & Tucker, C. S. (2015). Investigating the impact of interactive immersive virtual reality environments in enhancing task performance in online engineering design activities. Paper presented at the ASME 2015 international design engineering technical conferences and computers and information in engineering conference, IDETC/CIE 2015.
5. Bloom, B. S., Engelhart, M. D., Furst, E. J., Hill, W. H., & Krathwohl, D. R. (1956). Taxonomy of educational objectives, handbook I: The cognitive domain. New York: David McKay Co Inc.
Cited by
659 articles.
订阅此论文施引文献
订阅此论文施引文献,注册后可以免费订阅5篇论文的施引文献,订阅后可以查看论文全部施引文献