TALK KEYWORD INDEX
This page contains an index consisting of author-provided keywords.
3 | |
360-degree video | |
360-video | |
360° images | |
3D modelling | |
3D Print | |
3D video | |
A | |
A-Frame | |
A.I | |
Abstract Concepts | |
Academic Success | |
accessibility | |
accessibility education | |
accounting education | |
ADHD | |
Affective Learning Outcomes | |
AI | |
Analytics | |
Anatomy Education | |
ancient documents | |
Anonymity | |
Anxiety | |
Architecture | |
arrangement | |
art | |
art classes | |
artificial intelligence | |
Arts Education | |
Arts-Based Practice | |
Assessment | |
Assessment framework | |
Assessment guidelines | |
assessments | |
attention guidance | |
augmented | |
Augmented Reality | |
augmented reality (AR) | |
Augmented Reality Smart Glasses | |
autism | |
Autism Spectrum Disorder | |
Automotive security | |
avatar | |
Avatar Creation | |
avatar identity | |
B | |
Bias | |
Bias Towards Action | |
C | |
chatbots | |
ChatGPT | |
chemistry | |
Civil engineering education | |
Classroom Management | |
Climate Change | |
Coastal Erosion | |
Cognitive Empathy | |
Cognitive load | |
Cognitive Workload | |
Collaboration | |
communication training | |
community | |
Community Standards | |
Computational Thinking | |
Computer Science Education | |
Computer Scientce Education | |
context | |
conversational agent | |
creativity | |
Cultural Heritage | |
Curricular Integration | |
curriculum | |
customized learning | |
Cyber-Security | |
Cybersecurity Education | |
D | |
data analysis | |
deafness | |
DEI | |
deployment | |
design and engineering education | |
Design Thinking | |
desktop Virtual Reality | |
desktop VR | |
Developmental Psychology | |
Dialogflow | |
dialogue system | |
digital game-based learning | |
Digital Twin | |
digital twins | |
disability | |
disciplinary communication | |
distance learning | |
document viewer | |
dynamic geometry software | |
E | |
Eco-Schools | |
Education | |
Education 5.0 | |
education K-12 | |
Educational interactive applications | |
educational practices | |
educational strategies | |
educational technology | |
Educational use of virtual reality (VR) media | |
educational uses | |
educational VR | |
EEG | |
Effectiveness | |
Elementary | |
embodiment | |
Emotional Empathy | |
empathy | |
ENGAGEvr | |
Enjoyment | |
environmental education | |
eSTEAM | |
Ethics | |
Evaluation | |
Evaluation design | |
evidence-based practices | |
experiential learning | |
expert panel | |
Exploration | |
Extended Reality | |
Eye-Tracking | |
F | |
feedback | |
field service operations | |
Firewall | |
flood preparedness | |
Flooding | |
Flow | |
Frame VR | |
FrameVR | |
framework | |
G | |
Gaelic | |
Game | |
game design | |
game-based learning | |
game-based VR | |
Games | |
Games Development | |
gamification | |
generalization | |
Generative AI | |
Global Warming | |
H | |
Hands on / Participatory | |
HCI | |
Head-mounted display | |
Healthcare Education | |
heterophily | |
high school mathematics competence | |
Higher Business Education | |
Higher Education | |
History Education | |
HoloLens | |
Hololens2 | |
Human Anatomy | |
I | |
Ideation & Iteration | |
Identity | |
Identity Development | |
IEEE | |
iLRN | |
immersion | |
Immersive | |
Immersive Education | |
Immersive Environments | |
immersive escape room | |
immersive journalism | |
immersive learning | |
immersive learning application design | |
immersive learning development | |
immersive learning environments | |
immersive learning for journalists | |
immersive media Colombia | |
Immersive Resource Design | |
Immersive Technologies | |
immersive technology | |
immersive training | |
Immersive Virtual Reality | |
Immersive Web Environments | |
inclusivity | |
Industry | |
Inmersive reality | |
Innovation | |
Innovative | |
inquiry | |
Instructional design | |
Intellectual Disabilities | |
interaction | |
Interaction Design | |
Interactive Learning | |
Interdisciplinary Synergies | |
Interest | |
International Students | |
Intervention | |
intuitive usage | |
IVF | |
J | |
Job Interview Simulation | |
Justice Involved Individuals | |
K | |
K-12 education | |
Knotty Problem | |
Knowledge Sharing | |
knowledge tree | |
L | |
learner experience design | |
learner performance | |
Learning | |
Learning Analytics | |
Learning Engineering | |
Learning experience | |
Learning Experience Design | |
Learning Sciences | |
learning technology | |
Legacy system | |
LLM | |
M | |
Malawi | |
MARAM | |
Marine biology | |
marine conservation | |
Massive open online course | |
material learning framework | |
materials library | |
medical education | |
Mental Health | |
Metaverse | |
Metaverse Learning | |
Migration | |
Mixed Reality | |
mixed reality simulation | |
Mobile Games | |
mobile immersive virtual reality | |
motivation | |
Mozilila Hubs | |
Mozilla Hubs | |
Multi-user VR | |
Multimedia Education | |
multimedia learning | |
multimodal data | |
multimodal interface | |
multimodal learning | |
Museum | |
museum education | |
Museums | |
N | |
narrative analysis | |
natural language processor | |
Networking | |
neurodiversity | |
Neurolinguistic Programming | |
non-playable characters (NPCs) | |
Non-Player Character | |
nursing | |
O | |
object detection | |
ocean ecology | |
Onboarding | |
online learning | |
OpenSimulator | |
OS | |
P | |
participatory design | |
pedagogics | |
pedagogy | |
personal innovativeness | |
PII | |
Pilot Study | |
Playtesting | |
positional paper | |
Post-humanism | |
practical application | |
practice | |
presence | |
Primary | |
procedural training | |
programming course | |
Projects | |
psychology | |
public outreach | |
public transportation training | |
Q | |
qualitative analysis | |
Qualitative methods | |
questionnaire | |
R | |
research | |
research agenda | |
research questions | |
resource repository | |
RTI | |
S | |
Science | |
science education | |
Sea Level Rise | |
secondary education | |
self-deterministic theory | |
Self-Efficacy | |
self-regulated learning | |
serious games | |
siderurgy | |
simulated patient | |
simulation | |
simulations | |
single subject design | |
Smart glasses | |
smart recycling | |
smelting | |
Social education using Oculus | |
social inclusion | |
social presence | |
social virtual reality | |
socio-technical-pedagogical usability framework | |
Soft Skills | |
spatial learning | |
spatial training | |
Spatial.io | |
special education | |
special needs | |
spherical video-based virtual reality | |
Spoke | |
standardized patient | |
standards | |
statistics | |
STEAM education | |
STEM | |
STEM education | |
STEM subjects | |
story | |
student behaviors | |
Student Engagement | |
student interaction | |
survey | |
sustainability education | |
Sustainable Development Goals | |
SVVR | |
T | |
tangible user interfaces | |
teacher education | |
Teacher Training | |
Teachers | |
teaching | |
Technological Pedagogical Content Knowledge (TPACK) | |
Technology | |
Technology-enhanced learning | |
TESOL | |
Testing and Feedback | |
the spherical video-based virtual reality | |
the structure of matter | |
Thematic Analysis | |
Thematic Coding | |
Theory of Change | |
traditional education | |
Training | |
training simulator | |
U | |
University-wide implementation | |
Usability | |
usability evaluation | |
usability study | |
User experience | |
User Interface | |
user-centered-design | |
UTAUT2 | |
UX | |
V | |
video games | |
Virtual | |
virtual campus | |
virtual escape room | |
virtual gallery | |
virtual learning environments | |
virtual performance simulations | |
Virtual Reality | |
Virtual Reality (VR) | |
Virtual spaces | |
virtual world | |
visualization | |
Volumetric video | |
VR | |
VR adaptation | |
VR educational applications | |
VR field trip | |
VWs | |
W | |
war reporting | |
Web XR | |
Web3 | |
WebXR | |
Wellbeing | |
Workforce Development | |
X | |
XR | |
XR for learning | |
XR Learning | |
XR policy framework | |
XR Use Cases | |
XR Women | |
XR-based simulation |