2021
DOI: 10.1007/978-3-030-68086-2_13
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Creating Memories and Engagement in College Student Through Virtual Reality

Abstract: This study intends to extend the understanding of drivers of student engagement in the educational context and analyse mindfulness as a moderator of the different associations in the proposed model. The proposed model regards VR experiences as stimuli, telepresence, pleasantness of the experience and memory as an organism and student engagement as the response. A sample of 136 participants allowed us to test the model. Findings revealed that all hypotheses were supported except H6 linking pleasantness of the e… Show more

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Cited by 3 publications
(1 citation statement)
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“…VR is currently used in education, design, development, smart cities, architecture, the industrial sector, tourism, and theme parks, among other areas. [83] Virtual worlds are the most often appearing terms in Cluster 3, and five primary keywords accompany them: educational games, serious games, training, learning, and game-based learning. This cluster focuses on game-based VR for learning and teaching.…”
Section: Abstract Co-occurrence Analysismentioning
confidence: 99%
“…VR is currently used in education, design, development, smart cities, architecture, the industrial sector, tourism, and theme parks, among other areas. [83] Virtual worlds are the most often appearing terms in Cluster 3, and five primary keywords accompany them: educational games, serious games, training, learning, and game-based learning. This cluster focuses on game-based VR for learning and teaching.…”
Section: Abstract Co-occurrence Analysismentioning
confidence: 99%