2019 International Conference on Computer Engineering, Network, and Intelligent Multimedia (CENIM) 2019
DOI: 10.1109/cenim48368.2019.8973353
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Class VR: Learning Class Environment for Special Educational Needs using Virtual Reality Games

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Cited by 14 publications
(4 citation statements)
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“…Wii and controllers were used in two educational games that focused on improving learners' engagement and cooperation (e.g., Creighton and Szymkowiak, 2014 ) and recreation and leisure skills (e.g., Sherrow et al, 2016 ). Augmented Reality (AR) and VR technologies were used to improve learners' engagement and focus (e.g., Pourazar et al, 2019 ; Rahmadiva et al, 2019 ; Stylianidou et al, 2020 ), hand–eye coordination (e.g., Lu et al, 2018 ), cognitive reinforcement (e.g., Groenewegen et al, 2008 ; Kurniawati et al, 2019 ) and the teaching of pairing and ordering (e.g., Tobar-Munoz et al, 2014 ). 3D simulation was often included alongside VR and AR in improving learners' key skills, personal development, and work sustainability (e.g., Flogie et al, 2020 ).…”
Section: Resultsmentioning
confidence: 99%
“…Wii and controllers were used in two educational games that focused on improving learners' engagement and cooperation (e.g., Creighton and Szymkowiak, 2014 ) and recreation and leisure skills (e.g., Sherrow et al, 2016 ). Augmented Reality (AR) and VR technologies were used to improve learners' engagement and focus (e.g., Pourazar et al, 2019 ; Rahmadiva et al, 2019 ; Stylianidou et al, 2020 ), hand–eye coordination (e.g., Lu et al, 2018 ), cognitive reinforcement (e.g., Groenewegen et al, 2008 ; Kurniawati et al, 2019 ) and the teaching of pairing and ordering (e.g., Tobar-Munoz et al, 2014 ). 3D simulation was often included alongside VR and AR in improving learners' key skills, personal development, and work sustainability (e.g., Flogie et al, 2020 ).…”
Section: Resultsmentioning
confidence: 99%
“…This also shows the possibility and necessity of research on whether the metaverse can be an appropriate educational environment for children with special needs, such as those with autism or physical disabilities. This is because SNSs and other online communities are an appropriate educational environment for children who are physically or emotionally unable to adapt to lessons conducted in classrooms ( Kurniawati et al 2019 ; Ringland et al 2016 ; Stewart Rosenfield et al 2019 ). However, for the effective educational use of the metaverse, more diverse studies should be conducted in the future.…”
Section: Discussionmentioning
confidence: 99%
“…Gamification creates engaging learning environments, promotes learning, and solves problems. It has shown benefits in developing motor, behavioral, and communication skills for children with special needs, including autism [26], [27],[28], [29].…”
Section: Gamificationmentioning
confidence: 99%