|
中華民國教育年報-民國 102 年 (第五章). 2013. 吳岱芸(2015)。從遊戲到遊戲化: 行銷溝通遊戲化理論初探。新聞學研究,(124), 215-251。 吳明隆、涂金堂(2014)。SPSS 與統計應用分析。五南圖書出版股份有限公司。 吳清山、簡惠閔(2014)。臺灣高等技職教育改革分析: 1996~ 2007年。高等教育改革: Higher Education Reform. 梁志平、佘曉清(2006)。建構主義式的網路科學學習對國中生力的概念學習之研究。科學教育學刊 14(5),493-516. 第五章技術及職業教育 - 國家教育研究院 P171 Ch.5 (https://www.naer.edu.tw › ezfiles › attach › pta_5588_5732879_96660) 陳韻竹(2001)。企業發展電子學習之研究。未出版之博士論文,中山大學企業管理研究所,高雄。 Abdelhameed, W. A. (2013). Virtual Reality Use in Architectural Design Studios: A case of studying structure and construction. Procedia Computer Science, 25, 220-230. Abdous, M. H., & He, W. (2009). Streamlining the online course development process by using project management tools. The Perfect Online Course: Best Practices for Designing and Teaching, 389-400. Akkoyunlu, B., & Yilmaz-Soylu, M. (2008). A study of student's perceptions in a blended learning environment based on different learning styles. Educational Technology & Society, 11(1), 183-193. Albrecht, J. R., & Karabenick, S. A. (2018). Relevance for learning and motivation in education. Allcoat, D., & von Mühlenen, A. (2018). Learning in virtual reality: Effects on performance, emotion and engagement. Research in Learning Technology, 26. Amundarain, A., Borro, D., García-Alonso, A., Gil, J. J., Matey, L., & Savall, J. (2004). Virtual reality for aircraft engines maintainability. Mechanics & Industry, 5(2), 121-127. Antonietti, A., & Cantoia, M. (2000). To see a painting versus to walk in a painting: an experiment on sense-making through virtual reality. Computers & Education, 34(3-4), 213-223. Arnaldi, B., Guitton, P., & Moreau, G. (Eds.). (2018). Virtual reality and augmented reality: Myths and realities. John Wiley & Sons. Aukstakalnis, S., & Blatner, D. (1992). Silicon mirage: the art and science of virtual reality. Berkeley, CA: Peachpit Press. Ausburn, L. J., & Ausburn, F. B. (2008). Effects of desktop virtual reality on learner performance and confidence in environment mastery: Opening a line of inquiry. Journal of STEM Teacher Education, 45(1), 6. Bellani, M., Fornasari, L., Chittaro, L., & Brambilla, P. (2011). Virtual reality in autism: state of the art. Epidemiology and psychiatric sciences, 20(3), 235-238. Bellini, H., Chen, W., Sugiyama, M., Shin, M., Alam, S., & Takayama, D. (2016). Virtual & Augmented Reality: Understanding the race for the next computing platform. Profiles in Innovation, 1. Berg, L. P., & Vance, J. M. (2017). Industry use of virtual reality in product design and manufacturing: a survey. Virtual reality, 21(1), 1-17. Bergmann, J., & Sams, A. (2012). Flip your classroom: Reach every student in every class every day. International society for technology in education. Berney, S., Bétrancourt, M., Molinari, G., & Hoyek, N. (2015). How spatial abilities and dynamic visualizations interplay when learning functional anatomy with 3D anatomical models. Anatomical sciences education, 8(5), 452-462. Bhagat, K. K., Liou, W. K., & Chang, C. Y. (2016). A cost-effective interactive 3D virtual reality system applied to military live firing training. Virtual Reality, 20(2), 127-140. Bogost, I. (2011). Persuasive Games: Exploitationware. Gamasutra (May 3, 2011). Bonde, M. T., Makransky, G., Wandall, J., Larsen, M. V., Morsing, M., Jarmer, H., & Sommer, M. O. (2014). Improving biotech education through gamified laboratory simulations. Nature biotechnology, 32(7), 694. Borges, E., & Di Felice, M. (2017). The Post-virtual Reality: From the Interactive Experience to the Connective Experience. In Interactivity, Game Creation, Design, Learning, and Innovation (pp. 204-212). Springer, Cham. Brooks, F. P. (1999). What's real about virtual reality?. IEEE Computer graphics and applications, 19(6), 16-27. Brophy, J. (2013). Motivating students to learn. Routledge. Brown, R. (2003). Blending learning: Rich experiences from a rich picture. Training and Development in Australia, 30(3), 14-17. Bruce, V. G., & Georgeson, P. R. MA (1996). Visual perception: Physiology, psychology, and ecology. Bruner JS, The act of discovery. Harvard Educational Review; 1961. Buckley, P., & Doyle, E. (2016). Gamification and student motivation. Interactive learning environments, 24(6), 1162-1175. Burdea, G. C., & Coiffet, P. (2003). Virtual reality technology. John Wiley & Sons. Burke, B. (2016). Gamify: How gamification motivates people to do extraordinary things. routledge. Caillois, R. (2001). Man, play, and games. University of Illinois Press. Carr, A. M., & Carr, C. S. (2000). Instructional Design in Distance Education, IDDE Database: ARCS–motivation theory. Retrieved September, 7, 2010. Carroll, J. B. (1993). Human cognitive abilities: A survey of factor-analytic studies. Cambridge University Press. Chan, S., Conti, F., Salisbury, K., & Blevins, N. H. (2013). Virtual reality simulation in neurosurgery: technologies and evolution. Neurosurgery, 72(suppl_1), A154-A164. Chang, H. L., Shih, Y. C., Wang, K., Tsaih, R. H., & Lin, Z. (2018). Using Virtual Reality for Museum Exhibitions: The Effects of Attention and Engagement for National Palace Museum. In PACIS (p. 145). Chang, Y. H., Song, A. C., & Fang, R. J. (2018). Integrating ARCS model of motivation and PBL in flipped classroom: A case study on a programming language. Eurasia J. Math., Sci. Technol. Educ., 14, 12. Cheng, C. H., & Su, C. H. (2012). A Game-based learning system for improving student's learning effectiveness in system analysis course. Procedia-Social and Behavioral Sciences, 31, 669-675. Cheng, Y., & Wang, S. H. (2011). Applying a 3D virtual learning environment to facilitate student’s application ability–The case of marketing. Computers in Human Behavior, 27(1), 576-584. Chittaro, L., & Ranon, R. (2007). Web3D technologies in learning, education and training: Motivations, issues, opportunities. Computers & Education, 49(1), 3-18. Chou, Y. K. (2013). Octalysis: Complete gamification framework. Yu-Kai Chou & Gamification. Christou, C., Jones, K., Pitta-Pantazi, D., Pittalis, M., Mousoulides, N., Matos, J. F., ... & Boytchev, P. (2007). Developing student spatial ability with 3D software applications. Classen, C. (1997). Foundations for an anthropology of the senses. International Social Science Journal, 49(153), 401-412. Clement, M., Vandeput, L., & Osaer, T. (2016). Blended learning design: a shared experience. Procedia-Social and Behavioral Sciences, 228, 582-586. Colom, R., Contreras, M. J., Botella, J., & Santacreu, J. (2002). Vehicles of spatial ability. Personality and Individual Differences, 32(5), 903-912. Comrey, A. L., & Lee, H. B. (2013). A first course in factor analysis. Psychology press. Corpus, D., & Wilson, L. (2001). The effects of reward systems on academic performance. Retrieved May, 11, 2005. Coxon, M., Kelly, N., & Page, S. (2016). Individual differences in virtual reality: Are spatial presence and spatial ability linked?. Virtual Reality, 20(4), 203-212. Cruz-Neira, C. (1993, July). Virtual reality overview. In SIGGRAPH (Vol. 93, No. 23, pp. 1-1). Cruz-Neira, C., Sandin, D. J., & DeFanti, T. (1993). Surround-screen projection-based virtual reality: the design and implementation of the CAVE. Computers & Graphics, 13, 135–142. Cruz-Neira, C., Sandin, D. J., DeFanti, T. A., Kenyon, R. V., & Hart, J. C. (1992). The CAVE: audio visual experience automatic virtual environment. Communications of the ACM, 35(6), 64-73. Dalgarno, B., & Lee, M. J. (2010). What are the learning affordances of 3‐D virtual environments?. British Journal of Educational Technology, 41(1), 10-32. De Sa, A. G., & Zachmann, G. (1999). Virtual reality as a tool for verification of assembly and maintenance processes. Computers & Graphics, 23(3), 389-403. Deci, E. L., & Ryan, R. (1997). M.(1985). Intrinsic motivation and self-determination in human behavior. New York: Plenum. doi, 10, 978-1. Deci, E. L., & Ryan, R. M. (Eds.). (2004). Handbook of self-determination research. University Rochester Press. Deci, E. L., Ryan, R. M., & Koestner, R. (2001). The Pervasive Negative Effects of Rewards on Intrinsic Motivation: Response to. Review of Educational Research, 71(1), 43-51. Dede, C. (1995). The evolution of constructivist learning environments: Immersion in distributed, virtual worlds. Educational technology, 35(5), 46-52. Dede, C., Salzman, M., Loftin, R. B., & Ash, K. (1997). Using virtual reality technology to convey abstract scientific concepts. Learning the Sciences of the 21st Century: Research, Design, and Implementing Advanced Technology Learning Environments. Lawrence Erlbaum: Hillsdale, NJ. Denis, G., & Jouvelot, P. (2005). Motivation-driven educational game design: applying best practices to music education. Paper presented at the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology, Valencia, Spain. Desai, P. R., Desai, P. N., Ajmera, K. D., & Mehta, K. (2014). A review paper on oculus rift-a virtual reality headset. arXiv preprint arXiv:1408.1173. Deterding, S., Dixon, D., Khaled, R., & Nacke, L. (2011, September). From game design elements to gamefulness: defining gamification. In Proceedings of the 15th international academic MindTrek conference: Envisioning future media environments (pp. 9-15). ACM. Deterding, S., Khaled, R., Nacke, L. E., & Dixon, D. (2011). Gamification: Toward a Definition In CHI 2011 Gamification Workshop Proceedings, Vancouver, BC, Canada. Online:http://gamification-research.org/wp-content/uploads/2011/04/02-Deterding-Khaled-Nacke-Dixon. pdf [14.4. 2017]. Deterding, S., Khaled, R., Nacke, L. E., & Dixon, D. (2011, May). Gamification: Toward a definition. In CHI 2011 gamification workshop proceedings (Vol. 12). Vancouver BC, Canada. Dewey, J. (1913). Interest and effort in education. Houghton Mifflin. Dewey, J. (1966). Democracy and education (1916). Middle Works Bd, 9. Diemer, J., Alpers, G. W., Peperkorn, H. M., Shiban, Y., & Mühlberger, A. (2015). The impact of perception and presence on emotional reactions: a review of research in virtual reality. Frontiers in psychology, 6, 26. Dignan, A. (2011). Game frame: Using games as a strategy for success. Simon and Schuster. Dodd, B. J., & Antonenko, P. D. (2012). Use of signaling to integrate desktop virtual reality and online learning management systems. Computers & Education, 59(4), 1099-1108. Duffy, T. M., & Cunningham, D. J. (1996). 7. Constructivism: Implications for the design and delivery of instruction. Dziuban, C. D., Hartman, J. L., & Moskal, P. D. (2004). Blended learning. EDUCAUSE Center for Applied Research Bulletin, 7(1), 12. Earnshaw, R. A. (Ed.). (2014). Virtual reality systems. Academic press. Egan, D. E. (1988). Individual differences in human-computer interaction. In Handbook of human-computer interaction (pp. 543-568). North-Holland. Eisen, D. B., Schupp, C. W., Isseroff, R. R., Ibrahimi, O. A., Ledo, L., & Armstrong, A. W. (2015). Does class attendance matter? Results from a second‐year medical school dermatology cohort study. International journal of dermatology, 54(7), 807-816. Ermi, L., & Mäyrä, F. (2005). Fundamental components of the gameplay experience: Analysing immersion. Worlds in play: International perspectives on digital games research, 37(2), 37-53. Eschenbrenner, B., Nah, F. F. H., & Siau, K. (2008). 3-D virtual worlds in education: Applications, benefits, issues, and opportunities. Journal of Database Management (JDM), 19(4), 91-110. Fuchs, M., Fizek, S., Ruffino, P., & Schrape, N. (2014). RETHINKING GAMIFICATION. Rethinking Gamification. Gabrielle, D. M. (2002). The Effects of Technology-Mediated Instructional Strategies on Motivation, Performance, and Self-Directed Learning (Electronic): US Military Academy Center for Teaching Excellence. Garris, R., Ahlers, R., & Driskell, J. E. (2002). Games, motivation, and learning: A research and practice model. Simulation & gaming, 33(4), 441-467. Garrison, D. R., & Kanuka, H. (2004). Blended learning: Uncovering its transformative potential in higher education. The internet and higher education, 7(2), 95-105. Gee, J. P. (2003). What video games have to teach us about learning and literacy. Computers in Entertainment (CIE), 1(1), 20-20. Gee, J. P. (2007). Good video games+ good learning: Collected essays on video games, learning, and literacy. Peter Lang. Gee, J., & Hayes, E. (2009). Public pedagogy through video games: Design, resources & affinity spaces. Game Based Learning. Gibson, W. (2017). Burning chrome. Hachette UK. Glover, I. (2013, June). Play as you learn: gamification as a technique for motivating learners. In EdMedia+ Innovate Learning (pp. 1999-2008). Association for the Advancement of Computing in Education (AACE). Graham, C. R. (2006). Blended learning systems: definition, current trends, and future directions, Handbook of blended learning: global perspectives, local designs. Pfeiffer. SanFrancisco. view. Graham, C. R., Allen, S., & Ure, D. (2003). Blended learning environments: A review of the research literature. Unpublished manuscript, Provo, UT, 3-5. Greenlight, V. R. Roadtovr.(2016). 2016 virtual reality industry report. Greenwald, S., Kulik, A., Kunert, A., Beck, S., Frohlich, B., Cobb, S., ... & Newbutt, N. (2017). Technology and applications for collaborative learning in virtual reality. Guryan, J., Christenson, S., Claessens, A., Engel, M., Lai, I., Ludwig, J., & Turner, M. C. (2017). The effect of mentoring on school attendance and academic outcomes: A randomized evaluation of the Check & Connect Program. Institute for Policy Research Working Paper Series, WP-16-18. Evanston, IL: Northwestern University. Retrieved from http://www. ipr. northwestern. edu/publications/docs/workingpapers/2016/WP-16-18. pdf. Häfner, P., Häfner, V., & Ovtcharova, J. (2013). Teaching methodology for virtual reality practical course in engineering education. Procedia Computer Science, 25, 251-260. Hamari, J., Koivisto, J., & Sarsa, H. (2014, January). Does Gamification Work?-A Literature Review of Empirical Studies on Gamification. In HICSS (Vol. 14, No. 2014, pp. 3025-3034). Hamari, J., Shernoff, D. J., Rowe, E., Coller, B., Asbell-Clarke, J., & Edwards, T. (2016). Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning. Computers in human behavior, 54, 170-179. Hamrol, A., Górski, F., Grajewski, D., & Zawadzki, P. (2013). Virtual 3D atlas of a human body–development of an educational medical software application. Procedia Computer Science, 25, 302-314. Hanson, K., & Shelton, B. E. (2008). Design and development of virtual reality: analysis of challenges faced by educators. Journal of Educational Technology & Society, 11(1), 118-131. Harlen, W., & Deakin Crick, R. (2003). Testing and motivation for learning. Assessment in Education: Principles, Policy & Practice, 10(2), 169-207. Hegarty, M. (2004, March). Diagrams in the mind and in the world: Relations between internal and external visualizations. In International Conference on Theory and Application of Diagrams (pp. 1-13). Springer, Berlin, Heidelberg. Hegarty, M., & Waller, D. (2005). Individual differences in spatial abilities. The Cambridge handbook of visuospatial thinking, 121-169. Heim, M. (2000). Virtual realism. Oxford University Press. Helsel, S. (1992). Virtual reality and education. Educational Technology, 32(5), 38-42. Hew, K. F., & Cheung, W. S. (2010). Use of three‐dimensional (3‐D) immersive virtual worlds in K‐12 and higher education settings: A review of the research. British journal of educational technology, 41(1), 33-55. Heydarian, A., Carneiro, J. P., Gerber, D., Becerik-Gerber, B., Hayes, T., & Wood, W. (2014). Immersive virtual environments: experiments on impacting design and human building interaction. Hodges, L. F., Kooper, R., Meyer, T. C., Rothbaum, B. O., Opdyke, D., De Graaff, J. J., ... & North, M. M. (1995). Virtual environments for treating the fear of heights. Computer, 28(7), 27-34. Höffler, T. N. (2010). Spatial ability: Its influence on learning with visualizations—a meta-analytic review. Educational psychology review, 22(3), 245-269. Höffler, T. N. (2010). Spatial ability: Its influence on learning with visualizations—a meta-analytic review. Educational psychology review, 22(3), 245-269. Horáková, J., & Mucha, J. (2019). Computer Graphic Re-Visited: The Virtual Reconstruction of one of the First Computer Art Exhibitions [scanning our past]. Proceedings of the IEEE, 107(3), 616-629. Huang, H. M., Rauch, U., & Liaw, S. S. (2010). Investigating learners’ attitudes toward virtual reality learning environments: Based on a constructivist approach. Computers & Education, 55(3), 1171-1182. Huang, Y. C., Backman, S. J., Backman, K. F., McGuire, F. A., & Moore, D. (2019). An investigation of motivation and experience in virtual learning environments: a self-determination theory. Education and Information Technologies, 24(1), 591-611. Hubackova, S., & Semradova, I. (2016). Evaluation of blended learning. Procedia-Social and Behavioral Sciences, 217, 551-557. Huk, T. (2006). Who benefits from learning with 3D models? The case of spatial ability. Journal of computer assisted learning, 22(6), 392-404. Huk, T., Steinke, M., & Floto, C. (2003). The influence of visual spatial ability on the attitude of users towards high-quality 3D-animations in hypermedia learning environments. In E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (pp. 1038-1041). Association for the Advancement of Computing in Education (AACE). Huotari K., & Hamari, J. (2012). Defining Gamification - A Service Marketing Perspective. In Proceedings of The 16th International Academic Mindtrek Conference, Tampere, Finland, October 3-5, 2012. Inoue, A. (2012). Gamification:“Game” Changes Business. Izard, S. G., Juanes, J. A., Peñalvo, F. J. G., Estella, J. M. G., Ledesma, M. J. S., & Ruisoto, P. (2018). Virtual reality as an educational and training tool for medicine. Journal of medical systems, 42(3), 50. Jackson, P. W. (1990). Life in classrooms. Teachers College Press. Jaemu, L., Kim, Y., & Lee, Y. (2008). A web-based program to motivate underachievers learning number sense. International Journal of Instructional Media, 35(2), 185-195. Jerald, J. (2015). The VR book: Human-centered design for virtual reality. Morgan & Claypool. Jonassen, D. H. (1994). Thinking technology: Toward a constructivist design model. Educational technology, 34(4), 34-37. Kanuka, H., Brooks, C., & Saranchuck, N.: Flexible learning and cost effective mass offerings. In Improving University Teaching (IUT) conference, Vancouver, BC, Canada (2009). Kapp, K. M. (2012). The gamification of learning and instruction (p. 93). San Francisco: Wiley. Karoulis, A., & Demetriadis, S. (2005). The motivational factor in educational games. D21, 2. Kartiko, I., Kavakli, M., & Cheng, K. (2010). Learning science in a virtual reality application: The impacts of animated-virtual actors’ visual complexity. Computers & Education, 55(2), 881-891. Keller, J. M. (1979). Motivation and instructional design: A theoretical perspective. Journal of instructional development, 26-34. Keller, J. M. (1983). Motivational design of instruction. Instructional design theories and models: An overview of their current status, 1(1983), 383-434. Keller, J. M. (2000). How to integrate learner motivation planning into lesson planning: The ARCS model approach. VII Semanario, Santiago, Cuba, 1-13. Keller, J. M. (2006). ARCS design process. Retrieved September, 7, 2010. Keller, J. M. (2009). Motivational design for learning and performance: The ARCS model approach. Springer Science & Business Media. Keller, J. M. (2016). Motivation, learning, and technology: Applying the ARCS-V motivation model. Participatory Educational Research, 3(2), 1-15. Keller, J. M., & Kopp, T. W. (1987). An application of the ARCS model of motivational design, dalam Charles M. Reigeluth (ed), Instructional theories in action, 289-319. Kennedy, R. S., Lilienthal, M. G., Berbaum, K. S., Baltzley, D. R., & McCauley, M. E. (1989). Simulator sickness in US Navy flight simulators. Aviation, space, and environmental medicine, 60(1), 10-16. Khanal, P., Vankipuram, A., Ashby, A., Vankipuram, M., Gupta, A., Drumm-Gurnee, D., ... & Smith, M. (2014). Collaborative virtual reality based advanced cardiac life support training simulator using virtual reality principles. Journal of biomedical informatics, 51, 49-59. Kim, C. (2012). Enterprise gamification of fitness. Proceedings of the Gamification Summit. Kirkley, S. E., & Kirkley, J. R. (2005). Creating next generation blended learning environments using mixed reality, video games and simulations. TechTrends, 49(3), 42-53. Koivisto, J., & Hamari, J. (2014). Demographic differences in perceived benefits from gamification. Computers in Human Behavior, 35, 179-188. Krueger, M. (1991). Artificial reality II (1st ed.). Reading, Mass.: Addison-Wesley. Krueger, M. (1991). VIDEOPLACE and the interface of the future. The art of human computer interface design, 417-422. Kuhl, J. (1987). Action control: The maintenance of motivational states. In Motivation, intention, and volition (pp. 279-291). Springer, Berlin, Heidelberg. Lai, M., Lam, K. M., & Lim, C. P. (2016). Design principles for the blend in blended learning: a collective case study. Teaching in Higher Education, 21(6), 716-729. Lawson, G., Salanitri, D., & Waterfield, B. (2016). Future directions for the development of virtual reality within an automotive manufacturer. Applied ergonomics, 53, 323-330. Lee, E. A. L., Wong, K. W., & Fung, C. C. (2010). How does desktop virtual reality enhance learning outcomes? A structural equation modeling approach. Computers & Education, 55(4), 1424-1442. Lee, H. Y., Cherng, R. J., & Lin, C. H. (2004). Development of a virtual reality environment for somotosensory and perceptual simulation in the balance assessment of children. Computers in Biology and Medicine, 34, 719–733. Lee, J. J., & Hammer, J. (2011). Gamification in education: What, how, why bother? Academic Exchange Quarterly, 15(2), 11–15. Lee, Y. C., Sun, H., Chiu, Y. P., & Chiu, P. Y. (2017). Gamification: Using game play process for learning 3d computer software. ICIC express letters. Part B, Applications: an international journal of research and surveys, 8(3), 639-646. Leigh, J., DeFanti, T. A., Johnson, A., Brown, M., & Sandin, D. (1997, December). Global tele-immersion: Better than being there. In Proceedings of ICAT (Vol. 97, pp. 3-5). Levac, D., Glegg, S., Colquhoun, H., Miller, P., & Noubary, F. (2017). Virtual reality and active videogame-based practice, learning needs, and preferences: a cross-Canada survey of physical therapists and occupational therapists. Games for health journal, 6(4), 217-228. Li, K., & Keller, J. M. (2018). Use of the ARCS model in education: A literature review. Computers & Education, 122, 54-62. Lim, D. H., & Morris, M. L. (2009). Learner and instructional factors influencing learning outcomes within a blended learning environment. Journal of Educational Technology & Society, 12(4), 282-293. Limniou, M., Roberts, D., & Papadopoulos, N. (2008). Full immersive virtual environment CAVETM in chemistry education. Computers & Education, 51(2), 584-593. Linn, M. C., & Petersen, A. C. (1985). Emergence and characterization of sex differences in spatial ability: A meta-analysis. Child development, 1479-1498. Liu, B., Campbell, A. G., & Gladyshev, P. (2017). Development of a cybercrime investigation simulator for immersive virtual reality. In 2017 23rd International Conference on Virtual System & Multimedia (VSMM) (pp. 1-4). IEEE. Liu, T. Y., & Chu, Y. L. (2010). Using ubiquitous games in an English listening and speaking course: Impact on learning outcomes and motivation. Computers & Education, 55(2), 630-643. Liu, Y., & Wang, B. (2019, August). Application Research of Virtual Reality Technology in Landscape Design. In Journal of Physics: Conference Series (Vol. 1302, No. 4, p. 042050). IOP Publishing. Liu, Y., Alexandrova, T., & Nakajima, T. (2011, December). Gamifying intelligent environments. In Proceedings of the 2011 international ACM workshop on Ubiquitous meta user interfaces (pp. 7-12). ACM. Loftin, R. B. (1997). Hands across the Atlantic. IEEE Computer Graphics & Applications, 17(2), 78-79. López-Pérez, M. V., Pérez-López, M. C., & Rodríguez-Ariza, L. (2011). Blended learning in higher education: Students’ perceptions and their relation to outcomes. Computers & education, 56(3), 818-826. Lorenzo, G., Lledó, A., Pomares, J., & Roig, R. (2016). Design and application of an immersive virtual reality system to enhance emotional skills for children with autism spectrum disorders. Computers & Education, 98, 192-205. M. Heim, Virtual realism. Oxford University Press, 1998. Kapp, K. M. (2012). The gamification of learning and instruction: game-based methods and strategies for training and education. John Wiley & Sons. Maddux, C. D., Johnson, D. L., & Willis, J. W. (1997). Educational computing, learning with technologies. Maehr, M. L., & Meyer, H. A. (1997). Understanding motivation and schooling: Where we've been, where we are, and where we need to go. Educational Psychology Review, 9(4), 371-409. Makransky, G., Terkildsen, T. S., & Mayer, R. E. (2017). Adding immersive virtual reality to a science lab simulation causes more presence but less learning. Learning and Instruction. Martin, J., Ochoa, E., Villota, W., & Stone, G. (2016). Visual Storytelling as a Conservation and Education tool:“Valen’s Reef” a Virtual Reality Underwater Diving Experience in Raja Ampat. Indonesia. Div. Sci, 2016, 136. Marton, F., & Trigwell, K. (2000). Variatio est mater studiorum. Higher Education Research & Development, 19(3), 381-395. Mayer, R. E. (2002). Multimedia learning. In Psychology of learning and motivation (Vol. 41, pp. 85-139). Academic Press. Mayer, R. E. (2003). The promise of multimedia learning: using the same instructional design methods across different media. Learning and instruction, 13(2), 125-139. Mayer, R. E., & Sims, V. K. (1994). For whom is a picture worth a thousand words? Extensions of a dual-coding theory of multimedia learning. Journal of educational psychology, 86(3), 389. McGee, M. G. (1979). Human spatial abilities: Psychometric studies and environmental, genetic, hormonal, and neurological influences. Psychological bulletin, 86(5), 889. McGonigal, J. (2011). Reality is broken: Why games make us better and how they can change the world. Penguin. Merchant, K. A. (1985). Organizational controls and discretionary program decision making: A field study. Accounting, Organizations and Society, 10(1), 67-85. Merchant, Z., Goetz, E. T., Cifuentes, L., Keeney-Kennicutt, W., & Davis, T. J. (2014). Effectiveness of virtual reality-based instruction on students' learning outcomes in K-12 and higher education: A meta-analysis. Computers & Education, 70, 29-40. Mikropoulos, T. A., & Natsis, A. (2011). Educational virtual environments: A ten-year review of empirical research (1999–2009). Computers & Education, 56(3), 769-780. Miyake, A., Friedman, N. P., Rettinger, D. A., Shah, P., & Hegarty, M. (2001). How are visuospatial working memory, executive functioning, and spatial abilities related? A latent-variable analysis. Journal of experimental psychology: General, 130(4), 621. Molina-Carmona, R., Pertegal-Felices, M., Jimeno-Morenilla, A., & Mora-Mora, H. (2018). Virtual reality learning activities for multimedia students to enhance spatial ability. Sustainability, 10(4), 1074. Moore, P. (1995). Learning and teaching in virtual worlds: Implications of virtual reality for education. Australasian Journal of Educational Technology, 11(2). Moss, J. D., & Muth, E. R. (2011). Characteristics of head-mounted displays and their effects on simulator sickness. Human factors, 53(3), 308-319. Moss, J. D., & Muth, E. R. (2011). Characteristics of head-mounted displays and their effects on simulator sickness. Human factors, 53(3), 308-319. N. Firth, “First wave of virtual reality games will let you live the dream,” New Scientist, vol. 218, no. 2922, pp. 19–20, 2013. Nah, F. F. H., Eschenbrenner, B., Zeng, Q., Telaprolu, V. R., & Sepehr, S. (2014). Flow in gaming: literature synthesis and framework development. International Journal of Information Systems and Management, 1(1-2), 83-124. Nah, F. F. H., Telaprolu, V. R., Rallapalli, S., & Venkata, P. R. (2013, July). Gamification of education using computer games. In International Conference on Human Interface and the Management of Information (pp. 99-107). Springer, Berlin, Heidelberg. Nah, F. F. H., Zeng, Q., Telaprolu, V. R., Ayyappa, A. P., & Eschenbrenner, B. (2014, June). Gamification of education: a review of literature. In International conference on hci in business (pp. 401-409). Springer, Cham. Neo, M., & Neo, K. T. (2001). Innovative teaching: Using multimedia in a problem-based learning environment. Educational Technology & Society, 4(4), 19-31. Neo, M.; Neo, K.T.K. Innovative teaching: Using multimedia in a problem-based learning environment. Educ. Technol. Soc. 2001, 4, 19–31. Nepal, S., Paris, C., & Bista, S. (2015). Gamification on the social web. In Social Media for Government Services (pp. 197-220). Springer, Cham. Ngan, O. M. Y., Tang, T. L. H., Chan, A. K. Y., Chen, D. M., & Tang, M. K.: Blended Learning in Anatomy Teaching for Non-Medical Students: An Innovative Approach to the Health Professions Education. Health Professions Education, 4(2), 149-158 (2018). Nolan, J., & McBride, M. (2014). Beyond gamification: reconceptualizing game-based learning in early childhood environments. Information, Communication & Society, 17(5), 594-608. Norman, K. L. (1995). Interface apparency and manipulatability: congitive gateways through the spatial visualization barrier in computer-based technologies. NSFIA/proposal. html. Nugent, W. R. (1991). Virtual reality: Advanced imaging special effects let you roam in cyberspace. Journal of the American Society for Information Science, 42(8), 609-617. O'Donnell, E., Lawless, S., Sharp, M., & Wade, V. P. (2015). A review of personalised e-learning: Towards supporting learner diversity. International Journal of Distance Education Technologies (IJDET), 13(1), 22-47. Onyesolu, M. O., & Eze, F. U. (2011). Understanding virtual reality technology: advances and applications. Adv. Comput. Sci. Eng, 53-70. Orman, E. K. (2003). Effect of virtual reality graded exposure on heart rate and self-reported anxiety levels of performing saxophonists. Journal of Research in Music Education, 51(4), 302-315. Orman, E. K. (2004). Effect of virtual reality graded exposure on anxiety levels of performing musicians: A case study. Journal of Music Therapy, 41(1), 70-78. Orman, E. K. (2016). Effect of virtual reality exposure and aural stimuli on eye contact, directional focus, and focus of attention of novice wind band conductors. International Journal of Music Education, 34(3), 263-270. Orman, E. K., Price, H. E., & Russell, C. R. (2017). Feasibility of using an augmented immersive virtual reality learning environment to enhance music conducting skills. Journal of Music Teacher Education, 27(1), 24-35. Ornstein, A. C., & Hunkins, F. P. (1988). Curriculum: Foundations, principles, and issues (pp. 1-348). Englewood Cliffs, NJ: Prentice Hall. Osguthorpe, R. T., & Graham, C. R. (2003). Blended learning environments: Definitions and directions. Quarterly review of distance education, 4(3), 227-33. Ott, M., & Pozzi, F. (2008, September). ICT and cultural heritage education: Which added value?. In World Summit on Knowledge Society (pp. 131-138). Springer, Berlin, Heidelberg. Ott, M., & Pozzi, F. (2008, September). ICT and cultural heritage education: Which added value?. In World Summit on Knowledge Society (pp. 131-138). Springer, Berlin, Heidelberg. Paharia, R. (2010). Who coined the term “gamification”. línea] Quora.< http://goo. gl/CvcMs>[Consulta: 15/11/12]. Pantelidis, V. S. (1993). Virtual reality in the classroom. Educational Technology, 33(4), 23-27. Pelling, N. (2011). The (Short) Prehistory of ‘Gamification’Funding Startups (& Other Impossibilities). Peters, M., Laeng, B., Latham, K., Jackson, M., Zaiyouna, R., & Richardson, C. (1995). A redrawn Vandenberg and Kuse mental rotations test-different versions and factors that affect performance. Brain and cognition, 28(1), 39-58. Peterson, V. V. (2017). Plato’s Allegory of the Cave: literacy and “the good”. Review of Communication, 17(4), 273-287. Philco Corp,. (2016). Remotely controlled remote viewing system. United States. Phillips, R. (2007). Pedagogical, institutional and human factors influencing the widespread adoption of educational technology in higher education. Piriyasurawong, P. (2019). Active Learning Using ARCS Motivation on Social Cloud Model to Enhance Communication Skills in Foreign Language. TEM Journal, 8(1), 290-297. Plowman, L., Stephen, C., & McPake, J. (2010). Supporting young children's learning with technology at home and in preschool. Research Papers in Education, 25(1), 93-113. Potkonjak, V., Gardner, M., Callaghan, V., Mattila, P., Guetl, C., Petrović, V. M., & Jovanović, K. (2016). Virtual laboratories for education in science, technology, and engineering: A review. Computers & Education, 95, 309-327. Prasad, A., Uusitalo, M. A., Navrátil, D., & Säily, M. (2018, April). Challenges for enabling virtual reality broadcast using 5G small cell network. In 2018 IEEE Wireless Communications and Networking Conference Workshops (WCNCW) (pp. 220-225). IEEE. Pratama, R. W., Sudiyanto, S., & Riyadi, R. (2019). The Development Ofattention, Relevance, Confidence, Andsatisfaction (ARCS) Model Based on Active Learning to Improve Students' learning Motivation. Al-Jabar: Jurnal Pendidikan Matematika, 10(1), 59-66. Prensky, M. (2003). Digital game-based learning. Computers in Entertainment (CIE), 1(1), 21-21. Prensky, M. R. (2012). From digital natives to digital wisdom: Hopeful essays for 21st century learning. Corwin Press. Prensky, M., & Thiagarajan, S. (2007). Digital Game-Based Learning: New Roles for Trainers and Teachers: How to Combine Computer Games and Learning; Real-Life Case Studies from Organizations Utilizing Game-Based Techniques. St. Paul, Minn.: Paragon House. Presmeg, N. C. (1986). Visualisation and mathematical giftedness. Educational studies in mathematics, 17(3), 297-311. Psotka, J. (1995). Immersive training systems: Virtual reality and education and training. Instructional science, 23(5-6), 405-431. Purnomo, F. A., Pratisto, E. H., Bahtiar, F. S., Riasti, B. K., Puspitasari, L., & Ardhiana, N. (2019, September). Design and evaluation on the immersive Virtual Reality system in learning archeology. In IOP Conference Series: Materials Science and Engineering (Vol. 578, No. 1, p. 012087). IOP Publishing. Qian, M., & Clark, K. R. (2016). Game-based Learning and 21st century skills: A review of recent research. Computers in Human Behavior, 63, 50-58. Qiu, Y., Xiao, Y., & Jiang, T. (2020). An Online College Student Art Exhibition App Based on Virtual Reality Technology. MS&E, 750(1), 012132. Renninger, K. A., & Hidi, S. (2015). The power of interest for motivation and engagement. Routledge. Riecke, B. E., LaViola Jr, J. J., & Kruijff, E. (2018, August). 3D user interfaces for virtual reality and games: 3D selection, manipulation, and spatial navigation. In ACM SIGGRAPH 2018 Courses (p. 13). ACM. Riva, G., & Waterworth, J. A. (2003). Presence and the self: a cognitive neuroscience approach. Presence connect, 3(3). Riva, G., Davide, F., & IJsselsteijn, W. A. (2003). Being there: Concepts, effects and measurements of user presence in synthetic environments. Ios Press. Riva, G., Mantovani, F., Capideville, C. S., Preziosa, A., Morganti, F., Villani, D., ... & Alcañiz, M. (2007). Affective interactions using virtual reality: the link between presence and emotions. CyberPsychology & Behavior, 10(1), 45-56. Riva, G., Waterworth, J. A., & Waterworth, E. L. (2004). The layers of presence: a bio-cultural approach to understanding presence in natural and mediated environments. CyberPsychology & Behavior, 7(4), 402-416. Rizzo, A. S., & Shilling, R. (2017). Clinical virtual reality tools to advance the prevention, assessment, and treatment of PTSD. European journal of Psychotraumatology, 8(sup5), 1414560. Robbins, S. P. (2005). Organizational Behavior, Elevent Edition, International Edition. Robertson, G. G., Card, S. K., & Mackinlay, J. D. (1993). Three views of virtual reality: nonimmersive virtual reality. Computer, 26(2), 81. Rose, G. (2016). Visual methodologies: An introduction to researching with visual materials. sage. Rost, M. (2010). Generating student motivation [Internet]. WorldView, Pearson Longman. Available from< http://www. pearsonlongman. com/ae/worldview/> Accessed, 25(11). Rothbaum, B. O., Hodges, L. F., Ready, D., Graap, K., & Alarcon, R. D. (2001). Virtual reality exposure therapy for Vietnam veterans with posttraumatic stress disorder. The Journal of clinical psychiatry. Runesson, U. (1999). Variationens pedagogik: Skilda sätt att behandla ett matematiskt innehåll (Göteborg studies in educational sciences, No. 129) (Doctoral dissertation, Dissertation, Gothenburg: Gothenburg University). Rupasinghe, T. D., Kurz, M. E., Washburn, C., & Gramopadhye, A. K. (2011). Virtual reality training integrated curriculum: An aircraft maintenance technology (AMT) education perspective. International Journal of Engineering Education, 27(4), 778. Ryan, R. M. (1991). A motivational approach to self: Integration in personality edward l., deci and. Perspectives on motivation, 38(237), 237-288. Ryan, R. M., & Deci, E. L. (2000). Self-determination theory and the facilitation of intrinsic motivation, social development and well-being. American Psychologist, 55(1), 68–78 Sailer, M., Hense, J., Mandl, J., & Klevers, M. (2014). Psychological perspectives on motivation through gamification. Interaction Design and Architecture Journal, (19), 28-37. Salen, K., Tekinbaş, K. S., & Zimmerman, E. (2004). Rules of play: Game design fundamentals. MIT press. Salzman, M. C., Dede, C., Loftin, R. B., & Chen, J. (1999). A model for understanding how virtual reality aids complex conceptual learning. Presence: Teleoperators & Virtual Environments, 8(3), 293-316. Savery, J. R., & Duffy, T. M. (1995). Problem based learning: An instructional model and its constructivist framework. Educational technology, 35(5), 31-38. Schmidt, J. T. (2007). Preparing students for success in blended learning environments: Future oriented motivation and self-regulation (Doctoral dissertation, lmu). Schofield, G., Beale, G., Beale, N., Fell, M., Hadley, D., Hook, J., ... & Thresh, L. (2018, June). Viking VR: Designing a virtual reality experience for a museum. In Proceedings of the 2018 Designing Interactive Systems Conference (pp. 805-815). ACM. Schubert, T., Friedmann, F., & Regenbrecht, H. (2001). The experience of presence: Factor analytic insights. Presence: Teleoperators & Virtual Environments, 10(3), 266-281. Schultheiss, P., Buatois, A., Avarguès-Weber, A., & Giurfa, M. (2017). Using virtual reality to study visual performances of honeybees. Current opinion in insect science, 24, 43-50. Sherman, B., & Judkins, P. (1992). Glimpses of heaven, visions of hell: Virtual reality and its implications. Hodder & Stoughton. Sherman, W. R., & Craig, A. B. (2018). Understanding virtual reality: Interface, application, and design. Morgan Kaufmann. Shin, D. H. (2017). The role of affordance in the experience of virtual reality learning: Technological and affective affordances in virtual reality. Telematics and Informatics, 34(8), 1826-1836. Siau, K., Nah, F. F. H., Mennecke, B. E., & Schiller, S. Z. (2010). Co-creation and collaboration in a virtual world: a 3d visualization design project in second life. Journal of Database Management (JDM), 21(4), 1-13. Simões, J., Redondo, R. D., & Vilas, A. F. (2013). A social gamification framework for a K-6 learning platform Computers in human behavior. Simsek, A. (2014). Interview with John M. Keller on motivational design of instruction. Contemporary Educational Technology, 5(1), 90-95. Singer, M. J., Witmer, B. G., & Bailey, J. H. (1994, October). Development of “presence” measures for virtual environments. In Proceedings of the Human Factors and Ergonomics Society Annual Meeting (Vol. 38, No. 15, pp. 983-983). Sage CA: Los Angeles, CA: SAGE Publications. Singh, H. Building effective blended learning programs. Educ. Technol. 2003, 43, 51–54. Skinner, B. F. (1965). Science and human behavior (No. 92904). Simon and Schuster. Skinner, B. J. (1976). Second iron age ahead. Am. Sci.;(United States), 64(3). Squire, K. (2003). Video games in education. Int. J. Intell. Games & Simulation, 2(1), 49-62. Staker, H., & Horn, M. B. (2012). Classifying K-12 blended learning. Innosight Institute. Stanney, K. M., Kennedy, R. S., & Drexler, J. M. (1997, October). Cybersickness is not simulator sickness. In Proceedings of the Human Factors and Ergonomics Society annual meeting (Vol. 41, No. 2, pp. 1138-1142). Sage CA: Los Angeles, CA: SAGE Publications. Steuer, J. (1992). Defining virtual reality: Dimensions determining telepresence. Journal of communication, 42(4), 73-93. Stewart, C., & Crone, T. (2017). Maintaining motivation in online students: An examination of the ARCS-V motivation model. In Blended learning: Concepts, methodologies, tools, and applications (pp. 1472-1509). IGI Global. Su, C. H., & Cheng, C. H. (2015). A mobile gamification learning system for improving the learning motivation and achievements. Journal of Computer Assisted Learning, 31(3), 268-286. Subramanian, A., Barnes, J., Vemulapalli, N., & Chhawri, S. (2017). Virtual reality museum of consumer technologies. In Advances in Human Factors, Business Management, Training and Education (pp. 549-560). Springer, Cham. Sun, H., & Chiu, Y. P. (2015). Applying Artistic Anatomy to the Teaching of Topology Modeling. ICIC express letters. Part B, Applications: an international journal of research and surveys, 6(2), 541-547. Sun, H., & Chiu, Y. P. (2015). Improving a Digital Sculpture Tool for Tutorials Regarding 3D Game Art Instruction. ICIC express letters. Part B, Applications: an international journal of research and surveys, 6(2), 479-484. Sutherland, I. E. (1968, December). A head-mounted three dimensional display. In Proceedings of the December 9-11, 1968, fall joint computer conference, part I (pp. 757-764). ACM. Taxén, G., & Naeve, A. (2002). A system for exploring open issues in VR-based education. Computers & Graphics, 26(4), 593-598. Tufte, E. R., Goeler, N. H., & Benson, R. (1990). Envisioning information (Vol. 126). Cheshire, CT: Graphics press. Tussyadiah, I. P., Wang, D., Jung, T. H., & tom Dieck, M. C. (2018). Virtual reality, presence, and attitude change: Empirical evidence from tourism. Tourism Management, 66, 140-154. Van Eck, R. (2006). Digital game-based learning: It's not just the digital natives who are restless. EDUCAUSE review, 41(2), 16. Vandenberg, S. G., & Kuse, A. R. (1978). Mental rotations, a group test of three-dimensional spatial visualization. Perceptual and motor skills, 47(2), 599-604. Vézina, N., IsaBelle, C., Fournier, H., Dufresne, A., & Doucet, J. J. (2004). 3D Virtual Reality: Motivation, sense of belonging and perseverance. In EdMedia+ Innovate Learning (pp. 1677-1682). Association for the Advancement of Computing in Education (AACE). Virvou, M., & Katsionis, G. (2008). On the usability and likeability of virtual reality games for education: The case of VR-ENGAGE. Computers & Education, 50(1), 154-178. Voos, R. (2003). Blended learning: What is it and where might it take us. Sloan-C View, 2(1), 2-5. Weng, T. S., Hsu, M. H., & Yang, D. C. (2017). A Study investigating the use of 3D computer animations of trigonometric functions to enhance spatial perception ability. International Journal of Information and Education Technology, 7(1), 23. Whitton, N. (2007). Motivation and computer game based learning. Proceedings of the Australian Society for Computers in Learning in Tertiary Education, Singapore, 1063-1067. Wilson, C. J., & Soranzo, A. (2015). The use of virtual reality in psychology: A case study in visual perception. Computational and mathematical methods in medicine, 2015. Wilson, J.R. (1999). Virtual environments applications and applied ergonomics. Applied Ergonomics, 30, 3-9. Winn W. 1993. A Conceptual Basis for Educational Applications of Virtual Reality, University of Washington, Human Interface Technology Laboratory of the Washington Technology Center, Seattle, WA. Technical Publication R-93-9. Winn, W., & Windschitl, M. (2000). Learning science in virtual environments: the interplay of theory and experience. Themes in Education, 1(4), 373-389. Woltering, V., Herrler, A., Spitzer, K., & Spreckelsen, C. (2009). Blended learning positively affects students’ satisfaction and the role of the tutor in the problem-based learning process: results of a mixed-method evaluation. Advances in Health Sciences Education, 14(5), 725. Wu, J. H., Tennyson, R. D., Hsia, T. L., & Liao, Y. W. (2008). Analysis of E-learning innovation and core capability using a hypercube model. Computers in Human Behavior, 24(5), 1851-1866. Yang, E. M., Andre, T., Greenbowe, T. J., & Tibell, L. (2003). Spatial ability and the impact of visualization/animation on learning electrochemistry. International Journal of Science Education, 25(3), 329-349. Yoh, M. S. (2001, October). The reality of virtual reality. In Proceedings Seventh International Conference on Virtual Systems and Multimedia (pp. 666-674). IEEE.Prensky, M. (2003). Digital game-based learning. Computers in Entertainment (CIE), 1(1), 21-21. Zhang ZCJ, Liu WS. Research on VR-Based Experiment Space for Complex Electromagnetic Environment. Advanced Materials Research, 2011; 403-408: 2923-2926. Zhang ZCJ, Liu WS. Research on VR-Based Experiment Space for Complex Electromagnetic Environment. Advanced Materials Research, 2011; 403-408: 2923-2926. Zichermann, G., & Cunningham, C. (2011). Gamification by design: Implementing game mechanics in web and mobile apps. " O'Reilly Media, Inc.". Zimmerman, B. J., & Schunk, D. H. (Eds.). (2001). Self-regulated learning and academic achievement: Theoretical perspectives. Routledge.
|