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Enhancing Engineering Education in the Roblox Metaverse: Utilizing chatGPT for Game Development for Electrical Machine Course
7 references·0 citing·36 second hop
Enhancing Engineering Education in the Roblox Metaverse: Utilizing chatGPT for Game Development for Electrical Machine Course (2023)Enhancing Engineering Education in the Ro…Learners in the Metaverse: A Systematic Review on the Use of Roblox in Learning (2023)Learners in the Metaverse: A …“What Can ChatGPT Do?” Analyzing Early Reactions to the Innovative AI Chatbot on Twitter (2023)“What Can ChatGPT Do?” Analyz…Learning Cultural Spaces: A Collaborative Creation of a Virtual Art Museum Using Roblox (2022)Learning Cultural Spaces: A C…Collaborative Problem Solving and Literacy Practices: A Conversation-Analytic Case Study of Children's Pre-Roblox Gaming Interaction (2022)Collaborative Problem Solving…Using the Roblox Video Game Engine for Creating Virtual tours and Learning about the Sculptural Heritage (2020)Using the Roblox Video Game E…Student-centred digital game–based learning: a conceptual framework and survey of the state of the art (2019)Student-centred digital game–…Teaching EBP Using Game‐Based Learning: Improving the Student Experience (2016)Teaching EBP Using Game‐Based…The 2 Sigma Problem: The Search for Methods of Group Instruction as Effective as One-to-One Tutoring (1984)A taxonomy for learning, teaching, and assessing : a revision of Bloom's taxonomy of educational objectives (2001)Motivations for Play in Online Games (2006)Impact of educational games on academic outcomes of students in the Degree in Nursing (2019)Learning experiences of game-based educational intervention in nursing students: A systematic mixed-studies review (2021)Game-based learning in undergraduate nursing education: A systematic review of mixed-method studies (2022)Classrooms: Goals, structures, and student motivation. (1992)What Video Games Have to Teach Us about Learning and Literacy (2004)Demonstrating Rigor Using Thematic Analysis: A Hybrid Approach of Inductive and Deductive Coding and Theme Development (2006)A literature review on the influence of Kahoot! On learning outcomes, interaction, and collaboration (2021)Exploring teacher immediacy-(non)dependency in the tutored augmented reality game-assisted flipped classrooms of English for medical purposes comprehension among the Asian students (2021)Entertainment Video Games for Academic Learning: A Systematic Review (2022)The educational benefits of videogames (2002)Playing and Making Games for Learning (2005)The Use of Serious Games in Preschool Education (2017)Connected Play in Virtual Worlds: Communication and Control Mechanisms in Virtual Worlds for Children and Adolescents (2021)Digital Game-Based Heritage Education: Analyzing the Potential of Heritage-Based Video Games (2024)Virtual Museum Space as the Innovative Tool for the Student Research Practice (2021)Exhibition spaces in the metaverse: a novel design approach (2023)Exploring how the metaverse of cultural heritage (MCH) influences users’ intentions to experience offline: a two-stage SEM-ANN analysis (2024)Understanding the academic use of KM-driven Metaverse technology: insights from medical colleges (2024)The global landscape of AI ethics guidelines (2019)GPT-3: Its Nature, Scope, Limits, and Consequences (2020)The Ethics of AI Ethics: An Evaluation of Guidelines (2020)To use or not to use? Understanding doctoral students’ acceptance of ChatGPT in writing through technology acceptance model (2023)Unveiling security, privacy, and ethical concerns of ChatGPT (2023)AI Chatbots in Chinese higher education: adoption, perception, and influence among graduate students—an integrated analysis utilizing UTAUT and ECM models (2024)What video games have to teach us about learning and literacy (2003)A systematic approach to conducting review studies: An assessment of content analysis in 25 years of IB research (2017)Metaverse – the new marketing universe (2022)A Study of the Key Factors Influencing Young Users’ Continued Use of the Digital Twin-Enhanced Metaverse Museum (2024)Exploring the Mediating Role of Different Aspects of Learning Motivation between Metaverse Learning Experiences and Gamification (2024)Natural Language Processing Influence on Digital Socialization and Linguistic Interactions in the Integration of the Metaverse in Regular Social Life (2024)Accentism (2025)Tackling Linguistic Prejudice through Public Dialogue (2025)Vulnerability to Raciolinguistic Ideologies within the Language Teaching Profession (2025)
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References

  • 2023“What Can ChatGPT Do?” Analyzing Early Reactions to the Innovative AI Chatbot on Twitter489 cited
  • 2019Student-centred digital game–based learning: a conceptual framework and survey of the state of the art169 cited
  • 2023Learners in the Metaverse: A Systematic Review on the Use of Roblox in Learning125 cited
  • 2016Teaching EBP Using Game‐Based Learning: Improving the Student Experience93 cited
  • 2020Using the Roblox Video Game Engine for Creating Virtual tours and Learning about the Sculptural Heritage84 cited
  • 2022Collaborative Problem Solving and Literacy Practices: A Conversation-Analytic Case Study of Children's Pre-Roblox Gaming Interaction41 cited
  • 2022Learning Cultural Spaces: A Collaborative Creation of a Virtual Art Museum Using Roblox29 cited

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