2010
DOI: 10.1016/j.compedu.2010.06.005
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Integrating video-capture virtual reality technology into a physically interactive learning environment for English learning

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Cited by 177 publications
(90 citation statements)
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References 32 publications
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“…In essence, feedback turns out being given to students in the form of rewards; badges (Kamarainen et al, 2013), money to shop clothes, etc. (i.e., in the currency connected to the introduced game) (Gerstein, 2009), keys (Virvou & Katsionis, 2008), or a sign and sound when the given answers are not correct (Yang, Chen & Jeng, 2010).…”
Section: Virtual Reality In Educationmentioning
confidence: 99%
“…In essence, feedback turns out being given to students in the form of rewards; badges (Kamarainen et al, 2013), money to shop clothes, etc. (i.e., in the currency connected to the introduced game) (Gerstein, 2009), keys (Virvou & Katsionis, 2008), or a sign and sound when the given answers are not correct (Yang, Chen & Jeng, 2010).…”
Section: Virtual Reality In Educationmentioning
confidence: 99%
“…Se han realizado desarrollos para aprendizaje del Inglés como en [9], el aprendizaje de las Matemáticas [10][11][12][13][14], la Química [15,16], y la Historia [17,18]. También se han desarrollado laboratorios remotos virtuales en Automática y Robótica [19] y manipulación de maquinaria [20].…”
Section: Introductionunclassified
“…The first question may find some answers in Squire and Klopfer's (2007) research in which video games were used for environmental education. Other examples of video games used in education and foreign language education can be found in Anderson, Reynolds, Yeh, and Huang (2008);Papastergiou (2009) ;Yang, Chen, and Jeng (2010); and Yip and Kwan (2006). Based on these studies, one can answer the first question and go so far as to state that it is completely feasible to include video games in education.…”
Section: Introductionmentioning
confidence: 99%