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Developing an immersive game-based learning platform with generative artificial intelligence and virtual reality technologies – “LearningverseVR”
11 references·1 citing·53 second hop
Developing an immersive game-based learning platform with generative artificial intelligence and virtual reality technologies – “LearningverseVR” (2024)Developing an immersive game-based learni…Artificial intelligence moving serious gaming: Presenting reusable game AI components (2019)Artificial intelligence movin…Does educational gamification improve students’ motivation? If so, which game elements work best? (2018)Does educational gamification…Gameplay Engagement and Learning in Game-Based Learning (2015)Gameplay Engagement and Learn…Foundations of Game-Based Learning (2015)Foundations of Game-Based Lea…Gamification of Education: A Review of Literature (2014)Gamification of Education: A …Digital badges in education (2013)Digital badges in educationIntegrating Learning, Problem Solving, and Engagement in Narrative-Centered Learning Environments (2011)Integrating Learning, Problem…A multi‐user virtual environment for building and assessing higher order inquiry skills in science (2009)A multi‐user virtual environm…Engaging by design: How engagement strategies in popular computer and video games can inform instructional design (2005)Engaging by design: How engag…Collaborative research methodology for investigating teaching and learning: the use of interactive whiteboard technology (2005)Collaborative research method…Critical Inquiry in a Text-Based Environment: Computer Conferencing in Higher Education (1999)Critical Inquiry in a Text-Ba…Critical Factors in Young People’s Use and Non-Use of AI Technology for Emotion Regulation: A Pilot Study (2025)Critical Factors in Young Peo…Flow: the psychology of optimal experience (1990)Design science in information systems research (2004)Design Science in Information Systems Research1 (2004)The maturing of gamification research (2017)Using gamification to support learning English as a second language: a systematic review (2019)Virtual reality and gamification in education: a systematic review (2024)How We Think (1910)Perspectives on socially shared cognition. 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(1994)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Handbook of Game-Based Learning. (2020)Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning (2021)Foundations of online learning: Challenges and opportunities (2022)Motivational processes affecting learning. (1986)Handbook of socialization theory and research (2007)Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification (2014)Towards a motivational design? Connecting gamification user types and online learning activities (2020)Effects of digital escape room on gameful experience, collaboration, and motivation of elementary school students (2021)State of Research on Gamification in Education: A Bibliometric Survey (2021)
this work references cited by second hop

References

  • 1999Critical Inquiry in a Text-Based Environment: Computer Conferencing in Higher Education6,610 cited
  • 2015Foundations of Game-Based Learning1,754 cited
  • 2005Engaging by design: How engagement strategies in popular computer and video games can inform instructional design628 cited
  • 2015Gameplay Engagement and Learning in Game-Based Learning547 cited
  • 2014Gamification of Education: A Review of Literature495 cited
  • 2013Digital badges in education472 cited
  • 2011Integrating Learning, Problem Solving, and Engagement in Narrative-Centered Learning Environments346 cited
  • 2009A multi‐user virtual environment for building and assessing higher order inquiry skills in science246 cited
  • 2018Does educational gamification improve students’ motivation? If so, which game elements work best?199 cited
  • 2005Collaborative research methodology for investigating teaching and learning: the use of interactive whiteboard technology173 cited
  • 2019Artificial intelligence moving serious gaming: Presenting reusable game AI components136 cited

Cited by

  • 2025Critical Factors in Young People’s Use and Non-Use of AI Technology for Emotion Regulation: A Pilot Study6 cited

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