Versatile Mixed Reality Educational Spaces - A Medical Education Implementation Case
暂无分享,去创建一个
Panagiotis D. Bamidis | Panagiotis E. Antoniou | Eleni Dafli | George Arfaras | P. Bamidis | P. Antoniou | G. Arfaras | Eleni L. Dafli
[1] Jie Chao,et al. The effects of augmented virtual science laboratories on middle school students' understanding of gas properties , 2015, Comput. Educ..
[2] G. Olympiou,et al. Blending Physical and Virtual Manipulatives: An Effort to Improve Students' Conceptual Understanding through Science Laboratory Experimentation , 2012 .
[3] Panagiotis D. Bamidis,et al. Web 2.0 Approaches for Active, Collaborative Learning in Medicine and Health , 2010 .
[4] Davide Taibi,et al. A framework to support educational decision making in mobile learning , 2015, Comput. Hum. Behav..
[5] Chris Dede,et al. Immersive Interfaces for Engagement and Learning , 2009, Science.
[6] Z. Zacharia,et al. Physical and Virtual Laboratories in Science and Engineering Education , 2013, Science.
[7] Regan L. Mandryk,et al. Control your game-self: effects of controller type on enjoyment, motivation, and personality in game , 2013, CHI.
[8] N Mattheos,et al. Computer assisted learning. A review. , 2001, European journal of dental education : official journal of the Association for Dental Education in Europe.
[9] Kathrin M. Möslein,et al. Facilitating co-creation in living labs : The JOSEPHS study , 2016 .
[10] Dan,et al. [ACM Press the 15th International Academic MindTrek Conference - Tampere, Finland (2011.09.28-2011.09.30)] Proceedings of the 15th International Academic MindTrek Conference on Envisioning Future Media Environments - MindTrek \'11 - From game design elements to gamefulness , 2011 .
[11] Daphne Economou,et al. Evaluation of a dynamic role-playing platform for simulations based on Octalysis gamification framework , 2015, Intelligent Environments.
[12] Rebecca K Scheckler. Virtual labs: a substitute for traditional labs? , 2003, The International journal of developmental biology.
[13] Michael F. Young,et al. Our Princess Is in Another Castle , 2012 .
[14] Olaleke Ogunnaike,et al. Customer Relationship Management Approach And Student Satisfaction in Higher Education Marketing , 2014 .
[15] Mehmet Akif Ocak,et al. Augmented reality in science laboratories: The effects of augmented reality on university students' laboratory skills and attitudes toward science laboratories , 2016, Comput. Hum. Behav..
[16] Victor Callaghan,et al. Educational Living Labs: A Novel Internet-of-Things Based Approach to Teaching and Research , 2013, 2013 9th International Conference on Intelligent Environments.
[17] Kurt Squire,et al. Environmental Detectives—the development of an augmented reality platform for environmental simulations , 2008 .
[18] James J. Appleton,et al. Measuring cognitive and psychological engagement: Validation of the Student Engagement Instrument , 2006 .
[19] Jyh-Chong Liang,et al. Current status, opportunities and challenges of augmented reality in education , 2013, Comput. Educ..
[20] Lazaros Ioannidis,et al. OSCase: A data scheme for transfer of Web based Virtual Patients to OpenSim , 2015, Intelligent Environments.
[21] Tao Zhang,et al. Promoting Children's Physical Activity in Physical Education: The Role of Active Video Gaming. , 2016 .
[22] D. Cook,et al. Virtual patients: a critical literature review and proposed next steps , 2009, Medical education.
[23] Guido Makransky,et al. Simulation based virtual learning environment in medical genetics counseling: an example of bridging the gap between theory and practice in medical education , 2016, BMC medical education.
[24] Anna Ståhlbröst,et al. Living Lab: an open and citizen-centric approach for innovation , 2009 .
[25] Rachel H. Ellaway. OpenLabyrinth: An abstract pathway-based serious game engine for professional education , 2010, 2010 Fifth International Conference on Digital Information Management (ICDIM).
[26] Panagiotis D Bamidis,et al. Exploring Design Requirements for Repurposing Dental Virtual Patients From the Web to Second Life: A Focus Group Study , 2014, Journal of medical Internet research.
[27] Mark W. Bell. Toward a Definition of “Virtual Worlds” , 1970 .
[28] Uno Fors,et al. Building a virtual patient commons , 2008, Medical teacher.
[29] Xu Wang,et al. A case study of Augmented Reality simulation system application in a chemistry course , 2014, Comput. Hum. Behav..
[30] K. Masters. A Brief Guide To Understanding MOOCs , 2011 .
[31] Chris Dede,et al. Affordances and Limitations of Immersive Participatory Augmented Reality Simulations for Teaching and Learning , 2009 .
[32] Steve Wheeler,et al. Second Life: an overview of the potential of 3-D virtual worlds in medical and health education. , 2007, Health information and libraries journal.
[33] Lennart E. Nacke,et al. From game design elements to gamefulness: defining "gamification" , 2011, MindTrek.
[34] D. Hoang. FLOW: The Psychology of Optimal Experience , 2018 .
[35] Jurek Kirakowski,et al. The Software Usability Measurement Inventory: Background and Usage , 1996 .
[36] J. Weller,et al. Simulation in undergraduate medical education: bridging the gap between theory and practice , 2004, Medical education.
[37] Chih-Ming Chen,et al. Interactive augmented reality system for enhancing library instruction in elementary schools , 2013, Comput. Educ..
[38] Panagiotis D. Bamidis,et al. Design, Implementation, and Wide Pilot Deployment of FitForAll: An Easy to use Exergaming Platform Improving Physical Fitness and Life Quality of Senior Citizens , 2016, IEEE Journal of Biomedical and Health Informatics.
[39] Chara Balasubramaniam,et al. Virtual patients: A year of change , 2011, Medical teacher.