2022
DOI: 10.3390/educsci12080536
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The Combination of Serious Gaming and Immersive Virtual Reality through the Constructivist Approach: An Application to Teaching Architecture

Abstract: Immersive virtual reality (IVR) has proven to be a technology that can benefit the dissemination of cultural content. In 2019 was the five hundredth anniversary of the death of Leonardo Da Vinci. Given the few works that develop IVR technologies to explain the genius of the master, we decided to take advantage of the opportunity to learn about the master through the use of new technologies. To build an IVR application that aims to spread knowledge, it is necessary to define an educational paradigm and the type… Show more

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Cited by 9 publications
(4 citation statements)
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“…Weibel and Wissmath (2011) examined the role of presence and flow in the context of a virtual environment, and found that presence and flow influence enjoyment and performance in digital games. When an experience is delivered through a VR headset, it elicits feelings of presence and flow among audiences (Yang and Zhang 2022;Raimondi et al 2022).…”
Section: Ux Theory and Effectiveness Of Communication In Ivesmentioning
confidence: 99%
“…Weibel and Wissmath (2011) examined the role of presence and flow in the context of a virtual environment, and found that presence and flow influence enjoyment and performance in digital games. When an experience is delivered through a VR headset, it elicits feelings of presence and flow among audiences (Yang and Zhang 2022;Raimondi et al 2022).…”
Section: Ux Theory and Effectiveness Of Communication In Ivesmentioning
confidence: 99%
“…Some of these video games have been used for teaching and cognitive skills training in subjects and show a great prospect 14 . From games designed to teach chemistry, 15 architecture 16 and programming 17 to public service games for environmental protection 18 or survival skills training 19 …”
Section: Literature Review and Related Workmentioning
confidence: 99%
“…Some of these video games have been used for teaching and cognitive skills training in subjects and show a great prospect. 14 From games designed to teach chemistry, 15 architecture 16 and programming 17 to public service games for environmental protection 18 or survival skills training. 19 While game-based learning is not a new concept, evidence of the cognitive and social benefits of games is growing alongside the increasing convergence of technology and aesthetics and the growing popularity of commercial digital games with diverse populations, which has attracted renewed interest in creating new and improved learning games.…”
Section: Game-based Learningmentioning
confidence: 99%
“…For example, Chan, Bogdanovic, and Kalivarapu (2022) investigated its use in remote architectural history teaching by simulating the Pantheon historical structures, providing students with a unique experiential engagement with architectural heritage but lacking a comprehensive assessment of educational impacts (Chan et al, 2022). Similarly, Capecchi et al (2022) combined serious gaming with VR for architecture education (Capecchi et al, 2022). Angulo and de Velasco (2013) explored immersive simulations of general architectural spatial experiences, emphasizing the affective appraisal of space, aligning with part of our study's objectives (Angulo and de Velasco, 2013).…”
Section: Introductionmentioning
confidence: 99%