Please use this identifier to cite or link to this item: http://hdl.handle.net/10397/110143
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dc.contributorCollege of Professional and Continuing Education-
dc.creatorLee, LK-
dc.creatorWei, X-
dc.creatorChui, KT-
dc.creatorCheung, SKS-
dc.creatorWang, FL-
dc.creatorFung, YC-
dc.creatorLu, A-
dc.creatorHui, YK-
dc.creatorHao, T-
dc.creatorU, LH-
dc.creatorWu, NI-
dc.date.accessioned2024-11-28T02:59:43Z-
dc.date.available2024-11-28T02:59:43Z-
dc.identifier.urihttp://hdl.handle.net/10397/110143-
dc.language.isoenen_US
dc.publisherMDPI AGen_US
dc.rightsCopyright: © 2024 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).en_US
dc.rightsThe following publication Lee L-K, Wei X, Chui KT, Cheung SKS, Wang FL, Fung Y-C, Lu A, Hui YK, Hao T, U LH, et al. A Systematic Review of the Design of Serious Games for Innovative Learning: Augmented Reality, Virtual Reality, or Mixed Reality? Electronics. 2024; 13(5):890 is available at https://doi.org/10.3390/electronics13050890.en_US
dc.subjectAugmented realityen_US
dc.subjectBlended learningen_US
dc.subjectE-learningen_US
dc.subjectHybrid learningen_US
dc.subjectImmersive learningen_US
dc.subjectInnovative learningen_US
dc.subjectMixed realityen_US
dc.subjectSerious gamesen_US
dc.subjectSmart educationen_US
dc.subjectVirtual realityen_US
dc.titleA systematic review of the design of serious games for innovative learning : augmented reality, virtual reality, or mixed reality?en_US
dc.typeJournal/Magazine Articleen_US
dc.identifier.volume13-
dc.identifier.issue5-
dc.identifier.doi10.3390/electronics13050890-
dcterms.abstractThe recent integration of educational technologies and emerging learning approaches into education systems has been driven largely by the pandemic. This paper conducts a systematic review and delves into the new wave of research on serious games designed for innovative learning using augmented reality (AR), virtual reality (VR), and mixed reality (MR). The review was referenced to the review protocol, PRISMA 2020. Using the Scopus Database with a time filter from 2007 to 2023 (27 July), we searched 329 articles and shortlisted 273 relevant studies. Notably, European countries contributed the most (62.9%) to this research area. Among the most frequent keywords, VR (90.9%) was commonly used in AR/VR/MR, while e-learning (95.3%) was among the popular innovative learning approaches. Further research studies are needed to employ AR and MR technologies, as well as other innovative learning approaches, to enable performance evaluation and comparison of various educational technologies and learning approaches. We conducted an in-depth analysis of the relevant studies and their basic characteristics. Additionally, we introduced 15 essential and recently published AR/VR/MR standards to ensure better reliability, quality, and safety of architectures, systems, products, services, and processes. To facilitate performance evaluation and analysis, we surveyed 15 recently published benchmark education datasets. This review suggested four future research directions, including multisensory experiences, generative artificial intelligence, personalization and customization, and real-time interaction.-
dcterms.accessRightsopen accessen_US
dcterms.bibliographicCitationElectronics (Switzerland), Mar. 2024, v. 13, no. 5, 890-
dcterms.isPartOfElectronics (Switzerland)-
dcterms.issued2024-03-
dc.identifier.scopus2-s2.0-85187898841-
dc.identifier.eissn2079-9292-
dc.identifier.artn890-
dc.description.validate202411 bcch-
dc.description.oaVersion of Recorden_US
dc.identifier.FolderNumberOA_Scopus/WOSen_US
dc.description.fundingSourceOthersen_US
dc.description.fundingTextNational Natural Science Foundation of Chinaen_US
dc.description.pubStatusPublisheden_US
dc.description.oaCategoryCCen_US
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