2021
DOI: 10.21125/iceri.2021.1130
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Results and Trends in E-Learning of Students, Conducted During a Lockdown

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“…The next research point is to investigate the learning environment and the use of different approaches to providing effective learning to students. For example, the introduction of educational games (gaming) and related virtual reality significantly improves the perception of educational material and the results obtained in all studied disciplines in the field of engineering and IT sciences (Getova, 2021). For that reason, several software instruments are created for analyzing and evaluating both the learning and playing outcomes of the player with different knowledge, learning goals, preferences, and learning styles (Dankov, 2021).…”
Section: Related Workmentioning
confidence: 99%
“…The next research point is to investigate the learning environment and the use of different approaches to providing effective learning to students. For example, the introduction of educational games (gaming) and related virtual reality significantly improves the perception of educational material and the results obtained in all studied disciplines in the field of engineering and IT sciences (Getova, 2021). For that reason, several software instruments are created for analyzing and evaluating both the learning and playing outcomes of the player with different knowledge, learning goals, preferences, and learning styles (Dankov, 2021).…”
Section: Related Workmentioning
confidence: 99%