Don’t put the Cart Before the Horse: Self-Study on Using VR in Education

Author:

Eutsler LaurenORCID,Long Christopher Sean

Publisher

Springer Science and Business Media LLC

Subject

Computer Science Applications,Education

Reference56 articles.

1. Ahmed, T., Chowdhury, A. U. N., & Mozumder, Z. H. (2023). BIO-VR: Design and implementation of virtual reality-based simulated biology laboratory using Google Cardboard with an emphasis on virtual education. In Inventive Computation and Information Technologies: Proceedings of ICICIT 2022 (pp. 867–883). Springer Nature Singapore. https://doi.org/10.1007/978-981-19-7402-1_62

2. Aldridge, J. M., & Fraser, B. J. (2008). Outcomes-focused learning environments: Determinants and effects. Sense Publishers.

3. Ales, T. (2023). Virtual reality headsets: Challenges in educational adoption. In E. Langran, P. Christensen & J. Sanson (Eds.), Proceedings of Society for Information Technology & Teacher Education International Conference (pp. 1083–1085). Association for the Advancement of Computing in Education (AACE). https://www.learntechlib.org/primary/p/221969/. Accessed 31 May 2023

4. Barreda-Ángeles, M., Aleix-Guillaume, S., & Pereda-Baños, A. (2020). Virtual reality storytelling as a double-edged sword: Immersive presentation of nonfiction 360°-video is associated with impaired cognitive information processing. Communication Monographs, 88(2), 154–173. https://doi.org/10.1080/03637751.2020.1803496

5. Bowen, M. M. (2018). Effect of virtual reality on motivation and achievement of middle-school students (Unpublished doctoral dissertation). The University of Memphis.

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