The purpose of this meta-analysis is to examine overall effect as well as the impact of selected
instructional design principles in the context of virtual reality technology-based instruction (i.e. games,
simulation, virtual worlds) in K-12 or higher education settings. A total of 13 studies (N ¼ 3081) in the
category of games, 29 studies (N ¼ 2553) in the category of games, and 27 studies (N ¼ 2798) in the
category of virtual worlds were meta-analyzed. The key inclusion criteria were that the study came from
K-12 or higher education settings, used experimental or quasi-experimental research designs, and used a
learning outcome measure to evaluate the effects of the virtual reality-based instruction.
The purpose of this meta-analysis is to examine overall effect as well as the impact of selectedinstructional design principles in the context of virtual reality technology-based instruction (i.e. games,simulation, virtual worlds) in K-12 or higher education settings. A total of 13 studies (N ¼ 3081) in thecategory of games, 29 studies (N ¼ 2553) in the category of games, and 27 studies (N ¼ 2798) in thecategory of virtual worlds were meta-analyzed. The key inclusion criteria were that the study came fromK-12 or higher education settings, used experimental or quasi-experimental research designs, and used alearning outcome measure to evaluate the effects of the virtual reality-based instruction.
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