Autor: |
Luis Valladares Ríos, Ricardo Acosta-Diaz, Pedro C. Santana-Mancilla |
Jazyk: |
angličtina |
Rok vydání: |
2023 |
Předmět: |
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Zdroj: |
Virtual Worlds, Vol 2, Iss 4, Pp 343-358 (2023) |
Druh dokumentu: |
article |
ISSN: |
2813-2084 |
DOI: |
10.3390/virtualworlds2040020 |
Popis: |
This study investigates how virtual and augmented reality role games impact self-learning in higher education settings. A qualitative research–action approach that involved creating augmented reality micro-stories to encourage creativity and critical thinking was used. Through role-playing, students collaborated and gained a deeper understanding of the course, improving their self-learning abilities. The findings indicate that incorporating virtual and augmented reality into higher education positively affects self-learning, promoting active student engagement and meaningful learning experiences. Additionally, students perceive these immersive educational methods as bridging the gap between virtual and in-person learning environments, ultimately leading to enhanced educational results. |
Databáze: |
Directory of Open Access Journals |
Externí odkaz: |
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