Results 11 to 20 of about 263,692 (291)
Collaborative virtual gaming worlds in higher education [PDF]
There is growing interest in the use of virtual gaming worlds in education, supported by the increased use of multi‐user virtual environments (MUVEs) and massively multi‐player online role‐playing games (MMORPGs) for collaborative learning. However, this
Hollins, Paul, Whitton, Nicola
core +3 more sources
The text refers to the current situation of scholars during the pandemic. It points out the problems associated with the lockdown and the consequence of having to work and teach remotely.
openaire +2 more sources
The COVID-19 pandemic instigated a paradigm shift in healthcare delivery with a rapid adoption of technology-enabled models of care, particularly within the general practice primary care setting.
Donovan Jones +9 more
doaj +1 more source
Immersive Virtual Reality (IVR) is a promising tool for improving the teaching and learning of nursing and midwifery students. However, the preexisting literature does not comprehensively examine scenario development, theoretical underpinnings, duration,
Maram A. Alammary +2 more
doaj +1 more source
From Trend Analysis to Virtual World System Design Requirement Satisfaction Study
Virtual worlds have become global platforms connecting millions of people and containing various technologies. The development of technology, shift of market value, and change of user preference shape the features of virtual worlds.
Cai, Hongming +5 more
core +1 more source
From cognitive capability to social reform? Shifting perceptions of learning in immersive virtual worlds [PDF]
Learning in immersive virtual worlds (simulations and virtual worlds such as Second Life) could become a central learning approach in many curricula, but the socio‐political impact of virtual world learning on higher education remains under‐researched ...
Savin-Baden, Maggi
core +3 more sources
From Multi-User Virtual Environment to 3D Virtual Learning Environment [PDF]
While digital virtual worlds have been used in education for a number of years, advances in the capabilities and spread of technology have fed a recent boom in interest in massively multi‐user 3D virtual worlds for entertainment, and this in turn has led
Edgar, Edmund +2 more
core +4 more sources
Navigating the Healthcare Metaverse: Immersive Technologies and Future Perspectives
The year is 2030. The internet has evolved into the metaverse. People navigate through advanced avatars, shop in digital marketplaces, and connect with others through extended reality social media platforms.
Kevin Yi-Lwern Yap
doaj +1 more source
“Case By Case”: Investigating the Use of a VR-Based Allegorical Serious Game for Consent Education
The topic of consent within interpersonal relationships is sensitive and complex. A serious game can provide a safe medium for the exploration of the topic of consent. In this paper, we aim to alleviate the challenges of designing a serious game artefact
Autumn May Aindow +8 more
doaj +1 more source
Natural walking locomotion in virtual reality (VR) allows intuitive movement through a virtual environment (VE), lower rates of simulator sickness, and increased immersion. However, it is limited by available play-space.
Samuel E. R. Thompson +5 more
doaj +1 more source

