<?xml version="1.0" encoding="UTF-8"?><?xml-stylesheet type="text/xsl" href="static/style.xsl"?><OAI-PMH xmlns="http://www.openarchives.org/OAI/2.0/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/ http://www.openarchives.org/OAI/2.0/OAI-PMH.xsd"><responseDate>2026-04-23T00:37:21Z</responseDate><request verb="GetRecord" identifier="oai:riubu.ubu.es:10259/8341" metadataPrefix="marc">https://riubu.ubu.es/oai/request</request><GetRecord><record><header><identifier>oai:riubu.ubu.es:10259/8341</identifier><datestamp>2024-05-15T07:51:18Z</datestamp><setSpec>com_10259_4219</setSpec><setSpec>com_10259_5086</setSpec><setSpec>com_10259_2604</setSpec><setSpec>col_10259_4220</setSpec></header><metadata><record xmlns="http://www.loc.gov/MARC21/slim" xmlns:doc="http://www.lyncode.com/xoai" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:dcterms="http://purl.org/dc/terms/" xsi:schemaLocation="http://www.loc.gov/MARC21/slim http://www.loc.gov/standards/marcxml/schema/MARC21slim.xsd">
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<subfield code="a">Checa Cruz, David</subfield>
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<subfield code="a">Bustillo Iglesias, Andrés</subfield>
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<subfield code="c">2019-12</subfield>
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<subfield code="a">The merger of game-based approaches and Virtual Reality (VR) environments that can&#xd;
enhance learning and training methodologies have a very promising future, reinforced by&#xd;
the widespread market-availability of affordable software and hardware tools for VR-environments. Rather than passive observers, users engage in those learning environments as active&#xd;
participants, permitting the development of exploration-based learning paradigms. There are&#xd;
separate reviews of VR technologies and serious games for educational and training purposes&#xd;
with a focus on only one knowledge area. However, this review covers 135 proposals for&#xd;
serious games in immersive VR-environments that are combinations of both VR and serious&#xd;
games and that offer end-user validation. First, an analysis of the forum, nationality, and date of&#xd;
publication of the articles is conducted. Then, the application domains, the target audience, the&#xd;
design of the game and its technological implementation, the performance evaluation procedure, and the results are analyzed. The aim here is to identify the factual standards of the&#xd;
proposed solutions and the differences between training and learning applications. Finally, the&#xd;
study lays the basis for future research lines that will develop serious games in immersive VRenvironments, providing recommendations for the improvement of these tools and their&#xd;
successful application for the enhancement of both learning and training tasks.</subfield>
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<subfield code="a">1380-7501</subfield>
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<subfield code="a">http://hdl.handle.net/10259/8341</subfield>
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<subfield code="a">10.1007/s11042-019-08348-9</subfield>
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<subfield code="a">1573-7721</subfield>
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<datafield ind1=" " ind2=" " tag="653">
<subfield code="a">Virtual reality</subfield>
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<subfield code="a">Learning</subfield>
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<subfield code="a">Systematic literature review</subfield>
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<subfield code="a">Serious games</subfield>
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<subfield code="a">Evaluation</subfield>
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<subfield code="a">A review of immersive virtual reality serious games to enhance learning and training</subfield>
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