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Georgios Lampropoulos; Kinshuk – Educational Technology Research and Development, 2024
This study aims to analyze the use of virtual reality and gamification in education by examining the existing literature. In addition to virtual reality, this study focuses on gamified virtual reality learning environments which refer to virtual reality learning environments that integrate gamification elements and mechanisms. Based on the…
Descriptors: Literature Reviews, Gamification, Computer Simulation, Educational Environment
Kaushal Kumar Bhagat; Tianchong Wang; Nitesh Kumar Jha; Georgios Lampropoulos – Australasian Journal of Educational Technology, 2025
The integration of immersive technologies, such as 360-degree virtual reality (VR) in education presents a promising avenue for enhancing teaching and learning. However, educators often face challenges due to limited technical expertise and resource constraints. This study examined the usability and readiness of educators in adopting the 360 VR…
Descriptors: Computer Simulation, Computer Uses in Education, Technology Integration, Educational Technology
Diego Vergara; Álvaro Antón-Sancho; Georgios Lampropoulos; Pablo Fernández-Arias – Education and Information Technologies, 2025
Virtual reality (VR) is an effective technology when applied to higher education. A fruitful line of research is the study of the reception of VR by the agents involved, especially professors. This provides keys to help universities and countries, especially developing ones, in the process of digital integration. In this work, a quantitative…
Descriptors: Technology Uses in Education, Artificial Intelligence, Engineering Education, Computer Simulation

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