Advancing academic achievement: integrating society 5.0 and game-based learning in metaverse space for undergraduates in Bangkok, Thailand
Author:
Affiliation:
1. School of Industrial Education and Technology, King Mongkut’s Institute of Technology Ladkrabang, Bangkok, Thailand
2. Design and Social Context, Royal Melbourne Institute of Technology University, Melbourne, Australia
Publisher
Informa UK Limited
Link
https://www.tandfonline.com/doi/pdf/10.1080/2331186X.2024.2385239
Reference37 articles.
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2. Agarawala A. & Lee J. (2021). Four Uses of Virtual Reality in Spatial—Spatial. https://spatial.io/blog/four-uses-of-virtual-reality-in-spatial
3. A conceptual framework for determining metaverse adoption in higher institutions of gulf area: An empirical study using hybrid SEM-ANN approach
4. Prediction of User’s Intention to Use Metaverse System in Medical Education: A Hybrid SEM-ML Learning Approach
5. Camilleri T. (2020 April 1). Gamification in Education: What is it & How Can You Use It? True Education Partnerships. https://www.trueeducationpartnerships.com/schools/gamification-in-education/
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