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Using avatars and virtual environments in learning: What do they have to offer?
14 references·15 citing·42 second hop
Using avatars and virtual environments in learning: What do they have to offer? (2009)Using avatars and virtual environments in…Student Engagement and Student Learning: Testing the Linkages* (2006)Student Engagement and Studen…Learning in immersive worlds: A review of game-based learning (2006)Learning in immersive worlds:…How can exploratory learning with games and simulations within the curriculum be most effectively evaluated? (2005)How can exploratory learning …Virtual Society?: Technology, Cyberbole, Reality (2002)Virtual Society?: Technology,…Virtual Society? 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this work references cited by second hop

References

  • 2001A taxonomy for learning, teaching, and assessing : a revision of Bloom's taxonomy of educational objectives13,929 cited
  • 2002Multimedia Learning7,764 cited
  • 2002Games, Motivation, and Learning: A Research and Practice Model3,211 cited
  • 2001Multimedia Learning2,301 cited
  • 2006Student Engagement and Student Learning: Testing the Linkages*1,786 cited
  • 2001Changing minds: computers, learning, and literacy816 cited
  • 2005How can exploratory learning with games and simulations within the curriculum be most effectively evaluated?751 cited
  • 1992Critical frames in educational research: Feminist and post‐structural perspectives604 cited
  • 2002Social Consequences of Internet Use529 cited
  • 2002Social Consequences of Internet Use: Access, Involvement, and Interaction509 cited
  • 2006Learning in immersive worlds: A review of game-based learning484 cited
  • 2000Changing Minds462 cited
  • 2002Virtual Society?: Technology, Cyberbole, Reality282 cited
  • 2002Virtual Society?201 cited

Cited by

  • 2014Trusting Humans and Avatars: A Brain Imaging Study Based on Evolution Theory173 cited

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  • 2011Exploring factors of media characteristic influencing flow in learning through virtual worlds104 cited
  • 2022Serious Gaming for Behaviour Change: A Systematic Review96 cited
  • 2013A study of verbal and nonverbal communication in Second Life – the ARCHI21 experience80 cited
  • 2013Serious game‐based and nongame‐based online courses: Learning experiences and outcomes79 cited
  • 2013Serious Games: What Are They? What Do They Do? Why Should We Play Them?77 cited
  • 2013Vygotsky Meets Technology: A Reinvention of Collaboration in the Early Childhood Mathematics Classroom74 cited
  • 2022The Effects of Virtual Reality Infused Instruction on Elementary School Students’ English-Speaking Performance, Willingness to Communicate, and Learning Autonomy67 cited
  • 2015Development and usability evaluation of the mHealth Tool for Lung Cancer (mHealth TLC): A virtual world health game for lung cancer patients64 cited
  • 2015A Test of Spatial Contiguity for Virtual Human’s Gestures in Multimedia Learning Environments60 cited
  • 2019Teaching International Business Using Virtual Reality55 cited
  • 2022Avatar customization orientation and undergraduate-course outcomes: Actual-self avatars are better than ideal-self and future-self avatars35 cited
  • 2013Examining the effects of avatar customization and narrative on engagement and learning in video games35 cited
  • 2022The benefits of virtual fieldtrips for future-proofing geography teaching and learning18 cited
  • 2025CalliSense: An Interactive Educational Tool for Process-based Learning in Chinese Calligraphy7 cited