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Virtual Reality Escape Rooms for STEM Education in Industry 4.0: Greek Teachers Perspectives
12 references·1 citing·48 second hop
Virtual Reality Escape Rooms for STEM Education in Industry 4.0: Greek Teachers Perspectives (2021)Virtual Reality Escape Rooms for STEM Edu…Escapp: A Web Platform for Conducting Educational Escape Rooms (2021)Escapp: A Web Platform for Co…Digital Escape Rooms as Innovative Pedagogical Tools in Education: A Systematic Literature Review (2021)Digital Escape Rooms as Innov…A Systematic Literature Review on the User Experience Design for Game-Based Interventions via 3D Virtual Worlds in K-12 Education (2021)A Systematic Literature Revie…Distance Education Gamification in Social Virtual Reality: A Case Study on Student Engagement (2020)Distance Education Gamificati…A Systematic Review of Research about Game-based Learning in Virtual Worlds (2020)A Systematic Review of Resear…Enter the Serious E-scape Room: A Cost-Effective Serious Game Model for Deep and Meaningful E-learning (2019)Enter the Serious E-scape Roo…“I’m a Computer Scientist!”: Virtual Reality Experience Influences Stereotype Threat and STEM Motivation Among Undergraduate Women (2019)“I’m a Computer Scientist!”: …Teachers’ perceptions of an online professional development experience: Implications for a design and implementation framework (2018)Teachers’ perceptions of an o…Increasing student engagement through virtual interactions: How? (2018)Increasing student engagement…Higher Education in the Era of the Fourth Industrial Revolution (2018)Higher Education in the Era o…Mapping learning and game mechanics for serious games analysis (2014)Mapping learning and game mec…Engaging Students In STEM Education (2014)Engaging Students In STEM Edu…A systematic review of serious games as tools for STEM education (2025)A systematic review of seriou…A taxonomy for learning, teaching, and assessing : a revision of Bloom's taxonomy of educational objectives (2001)GameFlow (2005)A systematic literature review of empirical evidence on computer games and serious games (2012)An activity theory-based model for serious games analysis and conceptual design (2015)The maturing of gamification research (2017)A Meta-Analysis of Use of Serious Games in Education over a Decade (2019)National Science Education Standards (1995)The Case for STEM Education: Challenges and Opportunities (2013)The reality of STEM education, design and technology teachers’ perceptions: a phenomenographic study (2015)The impact of college‐ and university‐run high school summer programs on students’ end of high school STEM career aspirations (2018)Active learning tools improve the learning outcomes, scientific attitude, and critical thinking in higher education: Experiences in an online course during the COVID ‐19 pandemic (2021)Basics of qualitative research : techniques and procedures for developing grounded theory (1998)Research Methods in Education (2007)From game design elements to gamefulness (2011)Design, Development, and Evaluation of a Virtual Reality Serious Game for School Fire Preparedness Training (2022)Teacher Perceptions on Virtual Reality Escape Rooms for STEM Education (2022)Dropout in online higher education: a systematic literature review (2024)Qualitative research and evaluation methods (1980)The Reflective Practitioner: How Professionals Think in Action (1985)Qualitative Data Analysis: An Expanded Sourcebook (1994)The challenge of keeping teacher professional development relevant (2020)Achieving Academic Excellence (2023)What makes online professional development effective? The effect of quality characteristics on teachers’ satisfaction and changes in their professional practices (2023)Social Cognitive Theory of Mass Communication (2001)Motivational Beliefs, Values, and Goals (2002)Understanding and using the Implicit Association Test: I. An improved scoring algorithm. (2003)Does virtual reality affect behavioral intention? Testing engagement processes in a K-Pop video on YouTube (2021)Interventions for gender equality in STEM education: A meta‐analysis (2023)Gender Perspectives on Role Models: Insights from STEM Students and Professionals (2024)Serious Games: Games That Educate, Train, and Inform (2005)Bridging the Qualitative–Quantitative Divide: Guidelines for Conducting Mixed Methods Research in Information Systems1 (2013)Comparing Face-to-Face and Remote Educational Escape Rooms for Learning Programming (2021)Let’s Escape! The Impact of a Digital-Physical Combined Escape Room on Students’ Creative Thinking, Learning Motivation, and Science Academic Achievement (2022)Digital game-based learning (2003)Making learning fun: Quest Atlantis, a game without guns (2005)The PRISMA Statement for Reporting Systematic Reviews and Meta-Analyses of Studies That Evaluate Health Care Interventions: Explanation and Elaboration (2009)Applying game-based learning in primary education: a systematic review of journal publications from 2010 to 2020 (2022)Case Study Research: Design and Methods (1991)Research Methods in Education (2013)The Difference between Emergency Remote Teaching and Online Learning (2024)Grounded Theory and Sensitizing Concepts (2006)Analysis in qualitative research (2010)Preferred reporting items for systematic review and meta-analysis protocols (PRISMA-P) 2015 statement (2015)Escaping the cell: virtual reality escape rooms in biology education (2022)Educational escape rooms for healthcare students: A systematic review (2023)Adapting Universities for Sustainability Education in Industry 4.0: Channel of Challenges and Opportunities (2020)Education supply chain in the era of Industry 4.0 (2020)Deep Meaningful Learning (2021)
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References

  • 2014Mapping learning and game mechanics for serious games analysis855 cited
  • 2014Engaging Students In STEM Education578 cited
  • 2018Higher Education in the Era of the Fourth Industrial Revolution487 cited
  • 2021Digital Escape Rooms as Innovative Pedagogical Tools in Education: A Systematic Literature Review300 cited
  • 2018Teachers’ perceptions of an online professional development experience: Implications for a design and implementation framework236 cited
  • 2018Increasing student engagement through virtual interactions: How?113 cited
  • 2020A Systematic Review of Research about Game-based Learning in Virtual Worlds57 cited
  • 2019Enter the Serious E-scape Room: A Cost-Effective Serious Game Model for Deep and Meaningful E-learning52 cited
  • 2020Distance Education Gamification in Social Virtual Reality: A Case Study on Student Engagement49 cited
  • 2019“I’m a Computer Scientist!”: Virtual Reality Experience Influences Stereotype Threat and STEM Motivation Among Undergraduate Women47 cited
  • 2021Escapp: A Web Platform for Conducting Educational Escape Rooms47 cited
  • 2021A Systematic Literature Review on the User Experience Design for Game-Based Interventions via 3D Virtual Worlds in K-12 Education47 cited

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  • 2025A systematic review of serious games as tools for STEM education36 cited

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