HIGHLIGHTS
SUMMARY
Virtual reality games have gained relevance in formal, non-formal, and informal settings and across a wide range of learning topics, learning objectives, and other pedagogical attributes (Checa et_al, 2019; Sunday et_al, 2022). This study will address the evaluation of virtual reality game in two ways: first, to measure the usefulness, ease of use, ease of learning and learner satisfaction of educational virtual reality games for learning objectoriented programming using the USE (Usefulness, Satisfaction, Ease of Use and Ease of Learning) questionnaire. It involves an interactive and multimodal technology through which users interact with . . .
If you want to have access to all the content you need to log in!
Thanks :)
If you don't have an account, you can create one here.