Have a personal or library account? Click to login
The VR Scene: convergent design learning Cover

References

  1. Bachelard, G. (1958). La Poétique de l’Espace. Presses Universitaires de France.
  2. Bonsignore, E., Hansen, D., Kraus, K., & Ruppel, M. (2012). Collective intelligence in play: How student gamers act as designers in a virtual learning environment. International Journal of Game-Based Learning, 2(1), 25–44.
  3. Bower, M., Howe, C., McCredie, N., Robinson, A., & Grover, D. (2017). Augmented Reality in education – cases, places and potentials. Educational Media International, 54(1), 1–15.
  4. Brown, A. L., Bransford, J. D., Ferrara, R. A., & Campione, J. C. (1983). Learning, remembering, and understanding. In J. H. Flavell & E. M. Markman (Eds.), Handbook of child psychology (Vol. 3).
  5. Chalmers, D. (2022). Reality+: Virtual Worlds and the Problems of Philosophy. Allen Lane.
  6. Dalgarno, B., & Lee, M. J. W. (2010). What are the learning affordances of 3D virtual environments? British Journal of Educational Technology, 41(1), 10-32.
  7. Dede, C. (2009). Immersive interfaces for engagement and learning. Science, 323(5910), 66–69.
  8. Flavell, J. H. (1979). Metacognition and cognitive monitoring: A new area of cognitive–developmental inquiry. American Psychologist, 34(10), 906–911.
  9. Heidegger, M. (1971). Poetry, Language, Thought. Harper & Row.
  10. Hutchins, E. (1995). Cognition in the Wild. MIT Press.
  11. Ingold, T. (2011). Being Alive: Essays on Movement, Knowledge and Description. Routledge.
  12. Johnson-Glenberg, M. C. (2018). Immersive VR and education: Embodied design principles that include gesture and hand controls. Frontiers in Robotics and AI, 5, 81.
  13. Lefebvre, H. (1991). The Production of Space. Blackwell.
  14. Leibniz, G. W. F. von, & Clarke, S. (2000). Correspondence (R. Ariew, Ed.). Hackett Publishing.
  15. Manovich, L. (2001). The Language of New Media. MIT Press.
  16. Pallasmaa, J. (2005). The Eyes of the Skin: Architecture and the Senses. Wiley.
  17. Schön, D. A. (1983). The Reflective Practitioner: How Professionals Think in Action. Basic Books.
  18. Schnabel, M. A. (2009). Virtual environments for architectural design. In Handbook of Research on Computational Science and Engineering: Theory and Practice. IGI Global.
  19. Tavinor, G. (2021). The Aesthetics of Virtual Reality. Routledge.
  20. Zhang, J., DiSessa, A. A., & Roschelle, J. (2014). Epistemic games in learning science: A comparison of cases. Journal of the Learning Sciences, 23(1), 1–41.
DOI: https://doi.org/10.2478/bipca-2023-0025 | Journal eISSN: 2068-4762 | Journal ISSN: 1224-3884
Language: English
Page range: 43 - 54
Submitted on: Sep 20, 2025
|
Accepted on: Oct 6, 2025
|
Published on: Oct 29, 2025
In partnership with: Paradigm Publishing Services
Publication frequency: 4 issues per year

© 2025 Mădălina Stănășel, Andra Panait, published by Gheorghe Asachi Technical University of Iasi
This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 License.