All Stories

  1. Frontiers of the Past in the Digital World: Multidisciplinary Collaboration in the 3D Reconstitution of Medieval Border Towns
  2. Describing and Interpreting an Immersive Learning Case with the Immersion Cube and the Immersive Learning Brain
  3. Method for Evaluation and Classification of Self and Co-regulation of Learning in Immersive Narratives
  4. Participatory design as a co-creation methodology for health literacy games: the case of the TRIO project
  5. “Viewing puzzles as two-faced: theoretical and practical implications for Puzzle-based Learning”
  6. Tutorial–Authoring a Personal GPT for Your Research and Practice: How We Created the QUAL-E Immersive Learning Thematic Analysis Helper
  7. Work-in-progress—Introduction to Virtual Reality Headset: Experiments with Secondary and Higher Education students
  8. Immersive Virtual Reality, Augmented Reality and Mixed Reality for Self-regulated Learning: A Review
  9. Technology, Innovation, Entrepreneurship and Education
  10. Instructional Design Model for Virtual Reality: Testing and Participant Experience Evaluation
  11. Immersive Learning Environments for Self-regulation of Learning: A Literature Review
  12. Immersive Learning Research from the Perspective of Its Researchers and Practitioners: Questionnaire Validation and Early Results from a Survey on a Conceptual Framework for the Field
  13. Research Agenda 2030: The Great Questions of Immersive Learning Research
  14. VR2CARE: An Age-Friendly Ecosystem for Physical Activity, Rehabilitation, and Social Interaction
  15. Mathematical and Statistical Modelling for Assessing COVID-19 Superspreader Contagion: Analysis of Geographical Heterogeneous Impacts from Public Events
  16. Métodos para criação de narrativas imersivas: uma revisão de revisões da literatura
  17. Inven!RA Architecture for Sustainable Deployment of Immersive Learning Environments
  18. Educational Practices and Strategies with Immersive Learning Environments: Mapping of Reviews for using the Metaverse
  19. AMBIENTES DE APRENDIZAGEM IMERSIVOS
  20. Design and Evaluation of a Choreography-Based Virtual Reality Authoring Tool for Experiential Learning in Industrial Training
  21. Anonymizing student team data of online collaborative learning in Slack
  22. Using Virtual Choreographies to Identify Office Users’ Behaviors to Target Behavior Change Based on Their Potential to Impact Energy Consumption
  23. Recommendation Tool for Use of Immersive Learning Environments
  24. Work-in-Progress—The Role of Immersion When Designing Characters for Adapting Textual Narratives into Comic Strips for Online Higher Education: Trials Prototyping Characters
  25. Using Virtual Choreographies to Identify Office Users’ Behaviour-Change Priorities with Greater Impact Potential on Energy Consumption
  26. Non-verbal Aspects of Collaboration in Virtual Worlds: a CSCW Taxonomy-development Proposal Integrating the Presence Dimension
  27. Metacognitive challenges to support self-reflection of students in online Software Engineering Education
  28. Narrative-Driven Immersion and Students' Perceptions in an Online Software Programming Course
  29. Towards an Immersive Learning Knowledge Tree - a Conceptual Framework for Mapping Knowledge and Tools in the Field
  30. Work-in-Progress-Immersing E-facilitators in Training: The Perspective of Project FAVILLE - Facilitators of Virtual Learning
  31. Immersive Authoring of Virtual Reality Training
  32. A Novel Tool for Immersive Authoring of Experiential Learning in Virtual Reality
  33. Drill-Down Dashboard for Chairing of Online Master Programs in Engineering
  34. Motivating Students to Learn Computer Programming in Higher Education: The SimProgramming Approach
  35. Using BPMN to Identify Indicators for Teacher Intervention in Support of Self-regulation and Co-regulation of Learning in Asynchronous e-learning
  36. Internet das Coisas e Educação: uma revisão sistemática da literatura
  37. Educação e transformação digital: o habitar do ensinar e do aprender, epistemologias reticulares e ecossistemas de inovação
  38. Serious Pervasive Games
  39. Uncovering literacy practices in the game Total War: Shogun 2 with a contract-agency model
  40. Unifying Protocols for Conducting Systematic Scoping Reviews with Application to Immersive Learning Research
  41. Challenges Implementing the SimProgramming Approach in Online Software Engineering Education for Promoting Self and Co-regulation of Learning
  42. Preserving story choreographies across multiple platforms
  43. Research priorities in immersive learning technology: the perspectives of the iLRN community
  44. Tele-Media-Art
  45. Multimodal Narratives as a Tool for In-Service Teachers in an Online Professional Development Course
  46. Co-regulated Learning in Computer Programming: Students Co-reflection About Learning Strategies Adopted During an Assignment
  47. Immersive Learning Research Network
  48. Videogame Agency as a Bio-costs Contract
  49. Immersive Learning Research Network
  50. A Technological Proposal Using Virtual Worlds to Support Entrepreneurship Education for Primary School Children
  51. SimProgramming: uma abordagem motivacional para a aprendizagem de alunos intermediários de programação
  52. Integration scenarios of virtual worlds in learning management systems using the MULTIS approach
  53. mHealth initiatives in Portugal
  54. UPPERCARE: A community aware environment for post-surgical musculoskeletal recovery of elderly patients
  55. Immersive Learning Research Network
  56. Self-regulated learning in higher education: strategies adopted by computer programming students when supported by the SimProgramming approach
  57. Impact of Non-verbal Communication on Collaboration in 3D Virtual Worlds: Case Study Research in Learning of Aircraft Maintenance Practices
  58. EmbodiMentor
  59. Integrating Virtual Worlds with Learning Management Systems: The MULTIS Approach
  60. Exploring educational immersive videogames: an empirical study with a 3D multimodal interaction prototype
  61. Collaboration in 3D Virtual Worlds: a protocol for case study research
  62. Management of surgery waiting lists in the Portuguese public healthcare network: The information system for waiting list recovery programs
  63. SIMPROGRAMMING: THE DEVELOPMENT OF AN INTEGRATED TEACHING APPROACH FOR COMPUTER PROGRAMMING IN HIGHER EDUCATION
  64. Computer-Simulated 3D Virtual Environments in Collaborative Learning and Training: Meta-Review, Refinement, and Roadmap
  65. Self-regulated Learning in Computer Programming: Strategies Students Adopted During an Assignment
  66. Immersive Learning Research Network
  67. Separating Gesture Detection and Application Control Concerns with a Multimodal Architecture
  68. Quality of life and health of people undergoing median nerve decompression surgery
  69. Fitting three dimensional virtual worlds into CSCW
  70. Accessible Options for Deaf People in e-Learning Platforms: Technology Solutions for Sign Language Translation
  71. Enhancing Students’ Motivation to Learn Software Engineering Programming Techniques: A Collaborative and Social Interaction Approach
  72. Cities in Citizens’ Hands
  73. Collaboration in 3D Virtual Worlds: designing a protocol for case study research
  74. Development of a mechanical maintenance training simulator in OpenSimulator for F-16 aircraft engines
  75. Balancing European SME Managers’ Training Contents: Perceived Importance & Training Needs
  76. Online-Gym: Multiuser Virtual Gymnasium Using RINIONS and Multiple Kinect Devices
  77. Meta-theoretic Assumptions and Bibliometric Evidence Assessment on 3-D Virtual Worlds as Collaborative Learning Ecosystems
  78. VIC – An Interactive Video System for Dynamic Visualization in Web and Mobile Platforms
  79. Staging Choreographies for Team Training in Multiple Virtual Worlds Based on Ontologies and Alignments
  80. Exploring the Usage of 3D Virtual Worlds and Kinect Interaction in Exergames with Elderly
  81. Cultural Awareness and Personal Customization of Gestural Commands Using a Shamanic Interface
  82. BIZZY – A Social Game for Entrepreneurship Education
  83. Can Presence Improve Collaboration in 3D Virtual Worlds?
  84. Simplifying Crowd Automation in the Virtual Laboratory of Archaeology
  85. Model-Driven Generation of Multi-user and Multi-domain Choreographies for Staging in Multiple Virtual World Platforms
  86. Online-Gym: A 3D Virtual Gymnasium Using Kinect Interaction
  87. Usability test of 3Dconnexion 3D mice versus keyboard + mouse in Second Life undertaken by people with motor disabilities due to medullary lesions
  88. Technology Challenges of Virtual Worlds in Education and Training - Research Directions
  89. Demo: Multi-user virtual world simulator of F-16 aircraft engine mechanical maintenance
  90. 3D simulators in professional training learning complex tasks overcoming material, economic, and human constraints
  91. Virtual Archaeology in Second Life and OpenSimulator
  92. Mechanisms of three-dimensional content transfer between the OpenSimulator and the Second Life Grid® platforms
  93. Designing User Learning Experience in Virtual Worlds: The Young Europeans for Democracy Serious Application
  94. Potential of virtual worlds for marketing tests of product prototypes
  95. Development of platform-independent multi-user choreographies for virtual worlds based on ontology combination and mapping
  96. Social networks, microblogging, virtual worlds, and Web 2.0 in the teaching of programming techniques for software engineering: A trial combining collaboration and social interaction beyond college
  97. Handbook of Research on Business Social Networking
  98. Usability Test of 3Dconnexion 3D Mice Versus Keyboard+Mouse in Second Life Undertaken by People with Motor Disabilities due to Medullary Lesions
  99. Towards an Overarching Classification Model of CSCW and Groupware: A Socio-technical Perspective
  100. Development of a Mechanical Maintenance Training Simulator in OpenSimulator for F-16 Aircraft Engines
  101. Virtual Worlds and Metaverse Platforms
  102. Customer Relationship Management and the Social and Semantic Web
  103. Planning of a usability test for 3D controllers in Second Life / OpenSimulator virtual worlds
  104. Integrating a Military Air Traffic Control Simulator with an LMS
  105. A Software Architecture for Collaborative Training in Virtual Worlds: F-16 Airplane Engine Maintenance
  106. E-Business Managerial Aspects, Solutions and Case Studies
  107. Architecture for transparent helpdesk system with multimodal presence
  108. Preschool cookbook of computer programming topics
  109. Improving teaching and learning of computer programming through the use of the Second Life virtual world
  110. Privacy Challenges and Methods for Virtual Classrooms in Second Life Grid and OpenSimulator
  111. SME Managers’ Most Important Entrepreneurship and Business Competences
  112. Second Life Information Desk System Using Instant Messaging and Short Messaging Service Technologies
  113. MobMaps: Towards a Shared Environment for Collaborative Social Activism
  114. Towards a specification of the ToonTalk language
  115. Contextualization of programming learning: A virtual environment study
  116. Using Second Life in Programming’s Communities of Practice
  117. Children as Active Partners: Strategies for Collaboration in Spatial Tasks through Virtual Worlds
  118. A Version Control System as a Tool and Methodology to Foster Children’s Collaboration in Spatial Configuration Decision Tasks
  119. PLAYER
  120. SME Managers’ Required Entrepreneurship and Business Competences
  121. TEL Practices in Preschool and Kindergarten Education
  122. Procedural Virtual Worlds