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Immersive Learning Research Network : 9th International Conference, iLRN 2023, San Luis Obispo, USA, June 26–29, 2023, Revised Selected Papers
Work, Trade, Learn: Developing an Immersive Serious Game for History Education
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Author(s):
David Fernes
,
Sebastian Oberdörfer
,
Marc Erich Latoschik
Publication date
(Online):
October 31 2023
Publisher:
Springer Nature Switzerland
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Developing Data Infrastructures
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Situated Learning
Jean Lave
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Etienne Wenger
(1991)
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Defining Virtual Reality: Dimensions Determining Telepresence
Jonathan Steuer
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A Framework for Immersive Virtual Environments (FIVE): Speculations on the Role of Presence in Virtual Environments
Mel Slater
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Sylvia Wilbur
(1997)
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David Fernes:
(View ORCID Profile)
Sebastian Oberdörfer:
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Marc Erich Latoschik:
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Book Chapter
Publication date (Print):
2024
Publication date (Online):
October 31 2023
Pages
: 379-396
DOI:
10.1007/978-3-031-47328-9_28
SO-VID:
c2b47275-def2-4aff-88b8-e0bb8f46fd70
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Book chapters
pp. 3
The Role of Context and Interaction When Learning With Augmented 360° Photos
pp. 22
Failure Stories and Surprising Findings: Learning from When VR Did Not Work
pp. 37
Learning Analytics and Classroom Management in Specialized Environments: Enhancing the VR Classroom for CS Teacher Education
pp. 53
Immersive Learning Research from the Perspective of Its Researchers and Practitioners: Questionnaire Validation and Early Results from a Survey on a Conceptual Framework for the Field
pp. 70
Trial Assessment of Online Learners’ Engagement with 360-Degree Architecture Videos
pp. 84
Are Students Ready to Be Immersed? Acceptance of Mobile Immersive Virtual Reality by Secondary Education Students
pp. 96
Framework of Pedagogic and Usability Principles for Effective Multi-user VR Learning Applications
pp. 111
Teachers’ Experience When Using Interactive Applications with Augmented Reality Glasses
pp. 124
Teachers’ Perceptions Towards the Use of Augmented Reality Smart Glasses in Their Teaching
pp. 138
Exploring the Needs and Preferences of Autistic Users in Extended Reality: A Participatory and Human-Centered Approach
pp. 150
Outdated or Not? A Case Study of How 3D Desktop VR Is Accepted Today
pp. 161
Research Agenda 2030: The Great Questions of Immersive Learning Research
pp. 173
Exploring Data Visualization in Mixed Reality Simulations to Measure Teacher Responsiveness
pp. 182
A Portable Multi-user Cross-Platform Virtual Reality Platform for School Teaching in Malawi
pp. 195
Assessment Framework for Immersive Learning: Application and Evaluation
pp. 209
A Platform for Analyzing Students’ Behavior in Virtual Spaces on Mozilla Hubs
pp. 223
A Serious Game Based on Hidden Objects for Art History in Fully Immersive Virtual Reality
pp. 239
STEAM Project Exhibition in the Metaverse for Deaf High School Students’ Affective Empowerment: The Power of Student Museum Exhibitions in Social Virtual Reality
pp. 250
Designing an AR-Based Materials Library for Higher Education: Offering a Four-Know Learning Structure for Design and Engineering Students
pp. 260
Development of a 3D Modelling Gallery Based on Virtual Reality
pp. 273
Access to Escape - An Immersive Game-Based Learning Experience for Accessibility Education in Virtual Reality
pp. 289
Introducing a New Technology Quality Indicator for Intervention Design in Special Education
pp. 300
A Multimodal Document Viewer in Fully Immersive Virtual Reality
pp. 313
Novel Behaviors of Youth in a Virtual Reality Chemistry Lab
pp. 330
Shifts in Student Attitudes and Beliefs About Science Through Extended Play in an Immersive Science Game
pp. 343
Superfrog: Comparing Learning Outcomes and Potentials of a Worksheet, Smartphone, and Tangible AR Learning Environment
pp. 365
An Immersive Laboratory Environment for a Customized Learning Experience
pp. 379
Work, Trade, Learn: Developing an Immersive Serious Game for History Education
pp. 397
Digitising the Cultural Landscape of North Uist
pp. 411
Evaluating the Efficacy of a Desktop Virtual Reality Field Trip for Public Outreach
pp. 426
Flood Adventures: Evaluation Study of Final Prototype
pp. 439
Opening the “Black Box” of VR for Workforce Development: Investigating Learners’ Device, Usage, and Identities
pp. 453
Role of Adaptation Phase in Educational Results of Virtual Reality Communication Training for Managers
pp. 469
Immersive Educational Recycling Assistant (ERA): Learning Waste Sorting in Augmented Reality
pp. 484
\(\textsc {IVE}\): An Immersive Virtual Environment for Automotive Security Exploration
pp. 497
Immersive Learning Environments for Self-regulation of Learning: A Literature Review
pp. 515
Digital Twins, Metaverse, and Learning. Review and Proposal of Conceptual Framework
pp. 533
Emotional and Cognitive Empathy, Enjoyment and Ease of Use of a Virtual Reality Environment about Migration in Colombia
pp. 543
A Review of Immersivity in Distance Higher Education STEM Subjects
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