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Dylan Paré – Science Education, 2026
As part of the special issue Centering Affect and Emotion Toward Justice and Dignity in Science Education, this paper analyzes participants' experiences playing an immersive virtual reality (VR) experience that explores gender and sexuality-based marginalization in STEM fields. The VR experience, designed and developed by the author and…
Descriptors: LGBTQ People, STEM Education, Computer Simulation, Social Bias
Beatriz Chaves-Yuste; Cristina de-la-Peña; Elena Carrión Candel – Knowledge Management & E-Learning, 2026
The use of digital game-based resources constitutes an alternative educational practice to improve the teaching-learning process in the context of higher education. This research aims to examine students' learning when employing serious games (Socrative and Cerebriti) and educational videos based on the video game "Assassin's Creed…
Descriptors: Undergraduate Students, Game Based Learning, Video Games, Video Technology

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