2008
DOI: 10.1016/j.compedu.2006.04.004
|View full text |Cite
|
Sign up to set email alerts
|

On the usability and likeability of virtual reality games for education: The case of VR-ENGAGE

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1
1

Citation Types

2
109
0
9

Year Published

2013
2013
2021
2021

Publication Types

Select...
7
2
1

Relationship

0
10

Authors

Journals

citations
Cited by 254 publications
(139 citation statements)
references
References 15 publications
2
109
0
9
Order By: Relevance
“…In essence, feedback turns out being given to students in the form of rewards; badges (Kamarainen et al, 2013), money to shop clothes, etc. (i.e., in the currency connected to the introduced game) (Gerstein, 2009), keys (Virvou & Katsionis, 2008), or a sign and sound when the given answers are not correct (Yang, Chen & Jeng, 2010).…”
Section: Virtual Reality In Educationmentioning
confidence: 99%
“…In essence, feedback turns out being given to students in the form of rewards; badges (Kamarainen et al, 2013), money to shop clothes, etc. (i.e., in the currency connected to the introduced game) (Gerstein, 2009), keys (Virvou & Katsionis, 2008), or a sign and sound when the given answers are not correct (Yang, Chen & Jeng, 2010).…”
Section: Virtual Reality In Educationmentioning
confidence: 99%
“…Several aspects of motivation have been examined such as motivational diagnosis (de Vincente & Pain, 2002) or instructional planning to increase motivation (Matsubara & Nagamachi, 1996). Price et al (2003) and Virvou & Katsionis (2008) used a similar approach to evaluate likeability. In the Price et al (2003) game, an important clue for the assessment of excitement and engagement of players was their desire to continue interacting and playing.…”
Section: Learning Outcomesmentioning
confidence: 99%
“…The interface in educational software must be intuitive; educational software is to make the children work in a learning environment which is performed by games. There is positive relationship between usability and likeability; if the game is more usable then it is more likeable [23]. Edutainment software raises the flexibility in the relations among the users, designers, developers, and increases the reusability of the resources [24].…”
Section: Factors Influencing the Acceptance Of Edutainmentmentioning
confidence: 99%