Journal articles on the topic 'Gamification VR'
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Ryu, Jung-Hee, Jin-Woo Park, Francis Nahm, Young-Tae Jeon, Ah-Young Oh, Hak Lee, Jin-Hee Kim, and Sung-Hee Han. "The Effect of Gamification through a Virtual Reality on Preoperative Anxiety in Pediatric Patients Undergoing General Anesthesia: A Prospective, Randomized, and Controlled Trial." Journal of Clinical Medicine 7, no. 9 (September 17, 2018): 284. http://dx.doi.org/10.3390/jcm7090284.
Full textOberhauser, Roy, and Carsten Lecon. "Gamified Virtual Reality for Program Code Structure Comprehension." International Journal of Virtual Reality 17, no. 2 (January 1, 2017): 79–88. http://dx.doi.org/10.20870/ijvr.2017.17.2.2894.
Full textNor, Nurshamine, Mohd Sunar, and Azyan Kapi. "A Review of Gamification in Virtual Reality (VR) Sport." EAI Endorsed Transactions on Creative Technologies 6, no. 21 (February 24, 2020): 163212. http://dx.doi.org/10.4108/eai.13-7-2018.163212.
Full textFalah, Jannat, Mohammad Wedyan, Salsabeel F. M. Alfalah, Muhannad Abu-Tarboush, Ahmad Al-Jakheem, Muath Al-Faraneh, Areej Abuhammad, and Vassilis Charissis. "Identifying the Characteristics of Virtual Reality Gamification for Complex Educational Topics." Multimodal Technologies and Interaction 5, no. 9 (September 1, 2021): 53. http://dx.doi.org/10.3390/mti5090053.
Full textJeong, Ji-Yong, Sang-kyun Kim, Sung-Jin Park, Jin-Tae Jang, and Sae-Ron Kim. "Design and verification of VR gamification contents for cooperative thinking." Journal of Digital Contents Society 19, no. 5 (May 31, 2018): 853–60. http://dx.doi.org/10.9728/dcs.2018.19.5.853.
Full textChen, Pai-Hsun. "The Design of Applying Gamification in an Immersive Virtual Reality Virtual Laboratory for Powder-Bed Binder Jetting 3DP Training." Education Sciences 10, no. 7 (June 29, 2020): 172. http://dx.doi.org/10.3390/educsci10070172.
Full textMubin, Omar, Fady Alnajjar, Nalini Jishtu, Belal Alsinglawi, and Abdullah Al Mahmud. "Exoskeletons With Virtual Reality, Augmented Reality, and Gamification for Stroke Patients’ Rehabilitation: Systematic Review." JMIR Rehabilitation and Assistive Technologies 6, no. 2 (September 8, 2019): e12010. http://dx.doi.org/10.2196/12010.
Full textKarmanova, E. V., and V. A. Shelemetyeva. "Hard and light gamification in education: Which one to choose?" Informatics and education 1, no. 1 (March 10, 2020): 20–27. http://dx.doi.org/10.32517/0234-0453-2020-35-1-20-27.
Full textBerton, Alessandra, Umile Giuseppe Longo, Vincenzo Candela, Sara Fioravanti, Lucia Giannone, Valeria Arcangeli, Viviana Alciati, et al. "Virtual Reality, Augmented Reality, Gamification, and Telerehabilitation: Psychological Impact on Orthopedic Patients’ Rehabilitation." Journal of Clinical Medicine 9, no. 8 (August 7, 2020): 2567. http://dx.doi.org/10.3390/jcm9082567.
Full textReitz, Liesa, Aline Sohny, and Gerrit Lochmann. "VR-Based Gamification of Communication Training and Oral Examination in a Second Language." International Journal of Game-Based Learning 6, no. 2 (April 2016): 46–61. http://dx.doi.org/10.4018/ijgbl.2016040104.
Full textAl-Nasri, Iyad, and Shahan Salim. "Using Gamification to Break Barriers in Physical Therapy." University of Western Ontario Medical Journal 87, no. 2 (March 12, 2019): 9–11. http://dx.doi.org/10.5206/uwomj.v87i2.1146.
Full textCavalcanti, Janaina, Victor Valls, Manuel Contero, and David Fonseca. "Gamification and Hazard Communication in Virtual Reality: A Qualitative Study." Sensors 21, no. 14 (July 7, 2021): 4663. http://dx.doi.org/10.3390/s21144663.
Full textMosley, Caroline, John R. Mosley, Catriona Bell, Kay Aitchison, Susan M. Rhind, and Jill MacKay. "Teaching best practice in hand hygiene: student use and performance with a gamified gesture recognition system." Veterinary Record 185, no. 14 (August 23, 2019): 444. http://dx.doi.org/10.1136/vr.105338.
Full textPaliokas, Ioannis. "Serious Games Classification for Digital Heritage." International Journal of Computational Methods in Heritage Science 3, no. 2 (July 2019): 58–72. http://dx.doi.org/10.4018/ijcmhs.2019070104.
Full textCastle, Steven, Cathy C. Lee, Erin H. Blanchard, Christian K. Roberts, Malcolm J. Jones, and E. T. Schroeder. "FEASIBILITY OF VIRTUAL REALITY TREADMILL TRAINING IN OLDER ADULTS WITH MOBILITY AND FITNESS DEFICITS." Innovation in Aging 3, Supplement_1 (November 2019): S9—S10. http://dx.doi.org/10.1093/geroni/igz038.032.
Full textMichael, Ekerin Oluseye, Heidi Tan Yeen-Ju, and Neo Tse Kian. "Exploring the Use of Immersive Technology in Education to Bring Abstract Theoretical Concepts to Life." Special Issue No.1 1, no. 1 (July 1, 2020): 70–80. http://dx.doi.org/10.33093/ijcm.2020.1.x1.7.
Full textAlmousa, Omamah, Joana Prates, Noor Yeslam, Dougal Mac Gregor, Junsong Zhang, Viet Phan, Marc Nielsen, Richard Smith, and Karim Qayumi. "Virtual Reality Simulation Technology for Cardiopulmonary Resuscitation Training: An Innovative Hybrid System With Haptic Feedback." Simulation & Gaming 50, no. 1 (January 2, 2019): 6–22. http://dx.doi.org/10.1177/1046878118820905.
Full textvan Nuenen, Tom, and Caroline Scarles. "Advancements in technology and digital media in tourism." Tourist Studies 21, no. 1 (February 12, 2021): 119–32. http://dx.doi.org/10.1177/1468797621990410.
Full textDemina, S. P. "Modern Education: Development Trends and Prospects." Economics and Management 26, no. 10 (December 26, 2020): 1158–63. http://dx.doi.org/10.35854/1998-1627-2020-10-1158-1163.
Full textVarela-Aldás, José, Guillermo Palacios-Navarro, Rebecca Amariglio, and Iván García-Magariño. "Head-Mounted Display-Based Application for Cognitive Training." Sensors 20, no. 22 (November 17, 2020): 6552. http://dx.doi.org/10.3390/s20226552.
Full textJang, Yu-Teng, and Pei-Shan Hsieh. "Understanding consumer behavior in the multimedia context: incorporating gamification in VR-enhanced web system for tourism e-commerce." Multimedia Tools and Applications 80, no. 19 (June 24, 2021): 29339–65. http://dx.doi.org/10.1007/s11042-021-11149-8.
Full textAbuhammad, Areej, Jannat Falah, Salasabeel F. M. Alfalah, Muhannad Abu-Tarboush, Ruba T. Tarawneh, Dimitris Drikakis, and Vassilis Charissis. "“MedChemVR”: A Virtual Reality Game to Enhance Medicinal Chemistry Education." Multimodal Technologies and Interaction 5, no. 3 (March 4, 2021): 10. http://dx.doi.org/10.3390/mti5030010.
Full textAn, Yunjo. "A History of Instructional Media, Instructional Design, and Theories." International Journal of Technology in Education 4, no. 1 (December 20, 2020): 1. http://dx.doi.org/10.46328/ijte.35.
Full textDeggim, S., T. P. Kersten, F. Tschirschwitz, and N. Hinrichsen. "SEGEBERG 1600 – RECONSTRUCTING A HISTORIC TOWN FOR VIRTUAL REALITY VISUALISATION AS AN IMMERSIVE EXPERIENCE." ISPRS - International Archives of the Photogrammetry, Remote Sensing and Spatial Information Sciences XLII-2/W8 (November 13, 2017): 87–94. http://dx.doi.org/10.5194/isprs-archives-xlii-2-w8-87-2017.
Full textMatthys, Mario, Laure De Cock, John Vermaut, Nico Van de Weghe, and Philippe De Maeyer. "An “Animated Spatial Time Machine” in Co-Creation: Reconstructing History Using Gamification Integrated into 3D City Modelling, 4D Web and Transmedia Storytelling." ISPRS International Journal of Geo-Information 10, no. 7 (July 6, 2021): 460. http://dx.doi.org/10.3390/ijgi10070460.
Full textRosmansyah, Yusep, Mohamad Achiruzaman, and Ariq Bani Hardi. "A 3D Multiuser Virtual Learning Environment for Online Training of Agriculture Surveyors." Journal of Information Technology Education: Research 18 (2019): 481–507. http://dx.doi.org/10.28945/4455.
Full textYakymova, Nataliia, Olesia Tomchuk, and Nonna Kobidze. "HUMAN EDUCATIONAL TRAJECTORY IN THE XXI CENTURY: INFLUENCE OF BEHAVIORAL FACTORS." Regional’ni aspekti rozvitku produktivnih sil Ukraїni, no. 25 (2020): 147–53. http://dx.doi.org/10.35774/rarrpsu2020.25.147.
Full textLoureiro, Sandra Maria Correia, Ricardo Godinho Bilro, and Fernando José de Aires Angelino. "Virtual reality and gamification in marketing higher education: a review and research agenda." Spanish Journal of Marketing - ESIC ahead-of-print, ahead-of-print (September 7, 2020). http://dx.doi.org/10.1108/sjme-01-2020-0013.
Full textLindner, Philip. "Better, Virtually: the Past, Present, and Future of Virtual Reality Cognitive Behavior Therapy." International Journal of Cognitive Therapy, October 20, 2020. http://dx.doi.org/10.1007/s41811-020-00090-7.
Full textRockstroh, Christoph, Johannes Blum, and Anja S. Göritz. "A mobile VR-based respiratory biofeedback game to foster diaphragmatic breathing." Virtual Reality, October 5, 2020. http://dx.doi.org/10.1007/s10055-020-00471-5.
Full textRANCHHOD, Ashok, Vanissa WANICK, and Calin GURAU. "Digital Interactions and Brand Experience Design." Conference Proceedings of the Academy for Design Innovation Management 1, no. 1 (December 4, 2019). http://dx.doi.org/10.33114/adim.2017.129.
Full textStamm, Oskar, Rebecca Dahms, and Ursula Müller-Werdan. "Virtual reality in pain therapy: a requirements analysis for older adults with chronic back pain." Journal of NeuroEngineering and Rehabilitation 17, no. 1 (September 29, 2020). http://dx.doi.org/10.1186/s12984-020-00753-8.
Full textChiang, Tosti Hsu-Cheng. "Investigating Effects of Interactive Virtual Reality Games and Gender on Immersion, Empathy and Behavior Into Environmental Education." Frontiers in Psychology 12 (July 22, 2021). http://dx.doi.org/10.3389/fpsyg.2021.608407.
Full textCamps-Ortueta, Irene, Luis Deltell-Escolar, and María-Francisca Blasco-López. "New technology in Museums: AR and VR video games are coming." Communication & Society, April 13, 2021, 193–210. http://dx.doi.org/10.15581/003.34.2.193-210.
Full textTang, Florence Mei Kuen, Ray Mau Fung Lee, Roy Hok Lai Szeto, Justin Chak Ting Cheung, and Olivia Miu Yung Ngan. "Experiential learning with virtual reality: animal handling training." Innovation and Education 2, no. 1 (November 25, 2020). http://dx.doi.org/10.1186/s42862-020-00007-3.
Full textErhardsson, Mattias, Margit Alt Murphy, and Katharina S. Sunnerhagen. "Commercial head-mounted display virtual reality for upper extremity rehabilitation in chronic stroke: a single-case design study." Journal of NeuroEngineering and Rehabilitation 17, no. 1 (November 23, 2020). http://dx.doi.org/10.1186/s12984-020-00788-x.
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