On the usability and likeability of virtual reality games for education: The case of VR-ENGAGEMaria K. Virvou, George Katsionis2006-07-25articleComputers & Education324 citationsclosedNo readable copy stored yet — this record is metadata only.Educational Games and GamificationVirtual Reality Applications and ImpactsAugmented Reality ApplicationsAbstractNo abstract was published for this record.Citations in this libraryStored only when both papers are in the corpus — 324 citations exist upstream.References2002Multimedia Learning2005Combining Software Games with Education: Evaluation of its Educational Effectiveness2001Children's enjoyment and perception of computer use in the home and the schoolCited by2012Perceived satisfaction, perceived usefulness and interactive learning environments as predictors to self-regulation in e-learning environments2013Game-Based Learning2016Success factors for serious games to enhance learning: a systematic review2009What influences college students to continue using business simulation games? The Taiwan experience2013Evaluation of learning outcomes using an educational iPhone game vs. traditional game2017Disrupting the narrative: immersive journalism in virtual reality2019The effect of game–based immersive virtual reality learning environment on learning outcomes: designing an intrinsic integrated educational game for pre–class learning2016Academic methods for usability evaluation of serious games: a systematic review