The children's machine: rethinking school in the age of the computer
The children's machine: rethinking school in the age of the computer
“We have never-forgetful flowers in our garden”: girls' responses to electronic games
Journal of Computers in Mathematics and Science Teaching
Learning in virtual environments (LIVE)
Virtual reality applications
New communication environments: from everyday to virtual
New communication environments: from everyday to virtual
Wayfinding strategies and behaviors in large virtual worlds
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Design for multimedia learning
Design for multimedia learning
Computer games, education and interfaces: the E-GEMS project
Proceedings of the 1999 conference on Graphics interface '99
Computers as Theatre
Digital Game-Based Learning
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The latest rapid advancement of technology of informatics and communication brought new prospective to education. However, the potential of those technologies could have been exploited further in order to transform students from passive data receivers, to active actors in the learning process. The scope of this paper is the presentation of a theoretical educational framework for the use of interactive three dimensional virtual environments with game characteristics that aims at the initiation of motivation and enhancement of learning. To evaluate the effectiveness of the theoretical framework a prototype educational application called "VRLerna" has been implemented and evaluated with real users. VRLerna is an interactive reconstruction of the central building of a prehistoric population at Lerna of Argolis which is used to teach history at Key stage 5. The paper describes the methodology used to evaluate the prototype and via this the theoretical educational framework and presents the evaluation results that portray the success of the prototype to attract the students interest and keep them engaged and motivated.