Immersive
learning
has
gained
significant
attention
with
the
rising
trend
of
spatial
computing,
particularly
in
after-pandemic
era.
Numerous
research
explored
potential
immersive
higher
education,
primarily
on
educational
sector.
However,
prior
frequently
focused
too
narrowly
effects
technology
and
neglected
to
address
crucial
element
influencing
successful
education.
This
study
seeks
pinpoint
contributing
development
experiences.
The
methodology
uses
a
systematic
literature
review
(SLR)
from
2018
up
2023
investigate
critical
factors
Learning
Higher
Education.
From
728
papers
initially
retrieved,
274
were
considered
candidates,
ultimately,
86
articles
selected
based
their
relevance
question.
results
reveal
that
include
design,
technology,
immersion,
engagement,
interactivity,
usability.
Academic
interests
will
benefit
this
SLR's
consequences
as
institutions
create
models
for
designing
suitable
learning,
especially
within
context
Education and Information Technologies,
Год журнала:
2024,
Номер
unknown
Опубликована: Янв. 11, 2024
Abstract
Immersive
virtual
reality
(IVR)
and
Metaverse
applications
are
gaining
attention
in
the
educational
field,
showing
potentials
transforming
traditional
learning
methods
by
supporting
active
experiential
forms
of
learning.
Our
study,
conducted
within
context
an
Italian
university
course,
employs
Extended
Expectation-Confirmation
Model
(EECM)
as
a
theoretical
framework
to
explore
key
aspects
students’
acceptance
continued
intention
use
IVR
integrated
environments
settings.
The
EECM,
which
bridges
gap
between
pre-adoption
expectations
post-adoption
experiences,
provides
comprehensive
perspective
for
exploring
technology
adoption
education.
Students’
attitudes
were
assessed
before
after
they
completed
elective
course
offered
that
delved
into
applications.
During
students
explored
practical
these
technologies,
engaging
variety
from
immersive
relaxation
exercises
platforms
emerging
Metaverse.
Contrary
common
assumptions,
factors
like
performance
effort
expectancy
had
limited
impact
on
confirmation.
However,
when
initial
matched
their
perceptions
technology’s
usefulness,
satisfaction,
confidence
its
positively
enhanced,
influencing
integrate
tools
Thinking Skills and Creativity,
Год журнала:
2024,
Номер
51, С. 101458 - 101458
Опубликована: Янв. 1, 2024
Computational
thinking
(CT)
has
been
relevant
in
teaching
STEM
courses,
and
educators
are
incorporating
both
plugged
unplugged
CT
activities
their
modules
to
prepare
new
entrants
for
advanced
knowledge.
However,
additional
empirical
data
needed
understand
how
an
approach
can
lead
improved
understanding
of
concepts.
Therefore,
this
study
investigates
the
impact
on
novice
students'
skills
unravels
characteristics
competency
from
performing
activities.
The
experimental
aspect
was
conducted
with
a
cohort
210
students
participating
introductory
programming
course
at
University
Nigeria.
A
mixed-method
research
quasi-experimental
design
were
applied
could
help
improve
competency.
paired-sample
t-test
familiarity
score
each
concept
showed
significant
increase
before
after
intervention.
Furthermore,
Latent
Dirichlet
Allocation
(LDA)
used
topic
modeling
text
describing
solutions.
Topic
allows
more
insights
into
steps
taken
by
solve
problems.
Only
27.62%
solution
descriptions
contained
concepts,
56.90%
solved
puzzle
optimal
score,
72.41%
who
concepts
problem
abstraction
decomposition
able
correctly.
Indeed,
significantly
increased
number
gained
In
addition,
provides
recommendation
computer
science
highlight
future
direction.
Smart Learning Environments,
Год журнала:
2025,
Номер
12(1)
Опубликована: Фев. 13, 2025
Abstract
The
article
discusses
the
efficacy
of
game-based
learning
(GBL)
in
logistics
education,
specifically
through
an
empirical
evaluation
“Logistics
Simulator
LOST.”
Recognizing
complexities
evaluating
serious
games—
interactive
games
platforms
designed
for
educational,
purpose—the
emphasizes
need
that
both
enhance
knowledge
and
engage
learners.
study
is
conducted
within
ambit
undergraduate
engineering
course
Mexico
employs
EGameFlow
scale
as
its
evaluative
instrument.
This
quantifies
student
satisfaction
intrinsic
enjoyment
derived
from
process.
Findings
indicate
Logistics
LOST
highly
effective
enhancement
elevating
engagement
satisfaction.
By
leveraging
a
formal
tool
focusing
on
specific
educational
context,
manuscript
offers
nuanced,
empirically
substantiated
contribution
to
discourse
adaptability
GBL
diverse
settings.
Contemporary Educational Technology,
Год журнала:
2025,
Номер
17(2), С. ep576 - ep576
Опубликована: Март 11, 2025
The
importance
of
gameplay
extends
beyond
mere
entertainment,
playing
a
crucial
role
in
shaping
behavioral
intentions
(BIs)
various
contexts.
This
research
aims
to
discover
how
digital
influences
students’
BIs,
mainly
the
context
technology
adoption
education.
main
objective
is
investigate
impact
on
students.
study
based
acceptance
model
(TAM),
which
serves
as
theoretical
framework
consisting
six
hypotheses
for
research.
aimed
assess
frequency
and
nature
engagement
while
measuring
adoption.
was
conducted
during
first
academic
semester,
from
October
1,
2023,
until
January
18,
2024.
survey
distributed
among
125
participants
two
departments
English
information
Unlike
previous
studies
that
mostly
focused
entertainment
value
or
reasoning
benefits
gameplay,
this
uniquely
integrates
within
an
educational
setting.
By
applying
TAM,
provides
empirical
evidence
can
influence
readiness
adopt
technology,
offering
new
insights
into
intersection
gaming,
education,
results
highlight
potential
games
leisure
activity
useful
tool
promote
were
perceived
usefulness
(PU)
R-squared
(0.532)
factors
connected
PU
also
supported
(technology
integration
PC
=
0.402
ease
use
0.446)
effective
settings.
result
suggests
incorporating
strategies
may
effectively
more
receptive
attitudes
toward
International Journal of Essential Competencies in Education,
Год журнала:
2023,
Номер
2(1), С. 54 - 65
Опубликована: Июнь 30, 2023
This
research
study
explores
and
compares
the
computational
thinking
skills
demonstrated
by
STEM
students
during
interactive
practicums
involving
both
virtual
laboratories
physical
laboratories.
The
objectives
of
are
to
assess
performance
in
each
practicum
setting
determine
any
differences
between
two
environments.
An
experimental
approach
was
adopted,
106
first-year
from
a
distinguished
private
university
Indonesia
participated
study.
were
divided
into
groups,
one
using
labs
other
labs.
employed
portfolio
instrument
various
aspects
thinking,
including
problem
reformulation,
recursion,
decomposition,
abstraction,
systematic
testing.
findings
show
that
groups
achieved
"good"
scores
for
skills.
However,
group
superior
compared
group.
reformulation
abstraction
received
highest
while
decomposition
lowest
scores.
A
MANOVA
test
confirmed
statistically
significant
suggests
use
can
positively
impact
students'
abilities.
results
have
implications
educators
institutions
seeking
enhance
design
effective
practicums.
International Journal of Academic Research in Progressive Education and Development,
Год журнала:
2024,
Номер
13(1)
Опубликована: Янв. 24, 2024
With
the
leap
of
modern
information
technology,
game-based
methods,
as
a
new
teaching
mode
higher
education
institutions,
is
booming.
However,
review
educational
games
or
gamification
approaches
in
still
insufficient
though
it
has
great
informative
significance
this
area.
By
using
PRISMA
(Preferred
Reporting
Items
for
Systematic
Review
and
Meta-Analyses)
method
two
databases,
namely
Web
Science
(WoS)
Scopus,
total
31
articles
were
selected,
from
2014
to
2023,
with
inclusion
criteria.
Two
themes
emerged
review,
benefits
challenges
used
institutions.
The
findings
show
that
learning
methods
can
positively
inspire
motivation
improvement,
engagement
effectiveness,
knowledge
gain
learners
learning.
But
meantime,
point
out
only
cooperation
learners,
educators,
institutions
meet
finally
lead
effective
outcomes.