All Stories

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