All Stories

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