Learning Scope of Python Coding Using Immersive Virtual Reality

[1]  Ioannis Hatzilygeroudis,et al.  An Innovative Educational Environment Based on Virtual Reality and Gamification for Learning Search Algorithms , 2016, 2016 IEEE Eighth International Conference on Technology for Education (T4E).

[2]  Michael F. Korpi,et al.  Factors Affecting Enjoyment of Virtual Reality Games: A Comparison Involving Consumer-Grade Virtual Reality Technology. , 2019, Games for health journal.

[3]  Michael Zyda,et al.  From visual simulation to virtual reality to games , 2005, Computer.

[4]  Manan Shah,et al.  Application on Virtual Reality for Enhanced Education Learning, Military Training and Sports , 2019, Augmented Human Research.

[5]  G.G. Robertson,et al.  Three views of virtual reality: nonimmersive virtual reality , 1993, Computer.

[6]  Rafael Jesús Segura,et al.  VR‐OCKS: A virtual reality game for learning the basic concepts of programming , 2019, Comput. Appl. Eng. Educ..

[7]  Maria Roussou,et al.  Learning by doing and learning through play: an exploration of interactivity in virtual environments for children , 2004, CIE.

[8]  Jaehyun Park,et al.  Comparison of Gaze Cursor Input Methods for Virtual Reality Devices , 2018, Int. J. Hum. Comput. Interact..

[9]  Doug A. Bowman,et al.  Virtual Reality: How Much Immersion Is Enough? , 2007, Computer.

[10]  Shu-Sheng Liaw,et al.  Exploring learner acceptance of the use of virtual reality in medical education: a case study of desktop and projection-based display systems , 2016, Interact. Learn. Environ..

[11]  John T. Bell,et al.  The application of virtual reality to (chemical engineering) education , 2004, IEEE Virtual Reality 2004.

[12]  Seung Hwan Lee,et al.  Assessing Google Cardboard virtual reality as a content delivery system in business classrooms , 2017 .

[13]  R. Satava,et al.  Virtual Reality Simulation for the Operating Room: Proficiency-Based Training as a Paradigm Shift in Surgical Skills Training , 2005, Annals of surgery.

[14]  Anna Koufakou,et al.  Learning Programming in Virtual Reality Environments , 2020, HCI.

[15]  Iztok Humar,et al.  Virtual Reality Sickness and Challenges Behind Different Technology and Content Settings , 2019, Mobile Networks and Applications.

[16]  Nadia Magnenat-Thalmann,et al.  An EEG-based Evaluation for Comparing the Sense of Presence between Virtual and Physical Environments , 2018, CGI 2018.

[17]  Concepción Perpiñá,et al.  Psychological Variables and Reality Judgment in Virtual Environments: The Roles of Absorption and Dissociation , 1999, Cyberpsychology Behav. Soc. Netw..

[18]  Thomas Alexander,et al.  Virtual Environments for Competency-Oriented Education and Training , 2017 .

[19]  Pankaj Sharma,et al.  The role of virtual reality on outcomes in rehabilitation of Parkinson’s disease: meta-analysis and systematic review in 1031 participants , 2019, Neurological Sciences.

[20]  William R. Sherman,et al.  Understanding Virtual RealityInterface, Application, and Design , 2002, Presence: Teleoperators & Virtual Environments.

[21]  Päivi Häkkinen,et al.  Virtual Reality in Education: Focus on the Role of Emotions and Physiological Reactivity , 2019, Journal For Virtual Worlds Research.

[22]  Veronica S. Pantelidis,et al.  Reasons to Use Virtual Reality in Education and Training Courses and a Model to Determine When to Use Virtual Reality. , 2010 .

[23]  G. Moors,et al.  Variations in response style behavior by response scale format in attitude research , 2010 .

[24]  Newton Lee Welcome , 2004, CIE.

[25]  Gaetano Tieri,et al.  Virtual reality in cognitive and motor rehabilitation: facts, fiction and fallacies , 2018, Expert review of medical devices.

[26]  Charalambos Poullis,et al.  Navigation in virtual reality: Comparison of gaze-directed and pointing motion control , 2016, 2016 18th Mediterranean Electrotechnical Conference (MELECON).

[27]  Paulo Tabuada,et al.  An introduction to event-triggered and self-triggered control , 2012, 2012 IEEE 51st IEEE Conference on Decision and Control (CDC).

[28]  Sean Banerjee,et al.  Task-Driven Biometric Authentication of Users in Virtual Reality (VR) Environments , 2018, MMM.

[29]  A. D’Ausilio,et al.  Effects of Interpersonal Sensorimotor Synchronization on Dyadic Creativity: Gender Matters , 2019, Front. Psychol..

[30]  Joseph G. Allen,et al.  Effects of biophilic indoor environment on stress and anxiety recovery: A between-subjects experiment in virtual reality. , 2019, Environment international.

[31]  Jaziar Radianti,et al.  A systematic review of immersive virtual reality applications for higher education: Design elements, lessons learned, and research agenda , 2020, Comput. Educ..

[32]  Gabriel-Miro Muntean,et al.  Teaching and Learning Physics using 3D Virtual Learning Environment: A Case Study of Combined Virtual Reality and Virtual Laboratory in Secondary School , 2020 .

[33]  Rudy Darken,et al.  Wayfinding strategies and behaviors in large virtual worlds , 1996, CHI.

[34]  Tassos A. Mikropoulos,et al.  Students' Attitudes Towards Educational Virtual Environments , 1998, Education and Information Technologies.

[35]  Nikiforos M. Papachristos,et al.  A Comparison between Oculus Rift and a Low-Cost Smartphone VR Headset: Immersive User Experience and Learning , 2017, 2017 IEEE 17th International Conference on Advanced Learning Technologies (ICALT).

[36]  Cumhur Erkut,et al.  Sonic Interactions in Virtual Reality: State of the Art, Current Challenges, and Future Directions , 2018, IEEE Computer Graphics and Applications.

[37]  Slim Abdennadher,et al.  PathoGenius VR: VR medical training , 2019, PerDis.

[38]  Iain Milne,et al.  Difficulties in Learning and Teaching Programming—Views of Students and Tutors , 2002, Education and Information Technologies.

[39]  G. Riva,et al.  The Past, Present, and Future of Virtual and Augmented Reality Research: A Network and Cluster Analysis of the Literature , 2018, Front. Psychol..

[40]  Ananda Bibek Ray,et al.  Smartphone Based Virtual Reality Systems in Classroom Teaching — A Study on the Effects of Learning Outcome , 2016, 2016 IEEE Eighth International Conference on Technology for Education (T4E).

[41]  Thomas Cochrane,et al.  Mobile VR in Education: From the Fringe to the Mainstream , 2016, Int. J. Mob. Blended Learn..

[42]  Mark Yap Google Cardboard for a K12 Social Studies Module , 2016 .

[43]  Costas Boletsis,et al.  The New Era of Virtual Reality Locomotion: A Systematic Literature Review of Techniques and a Proposed Typology , 2017, Multimodal Technol. Interact..

[44]  J. Hsu,et al.  Virtual Reality and Augmented Reality—Translating Surgical Training into Surgical Technique , 2020, Current Reviews in Musculoskeletal Medicine.