The roles of cognitive and metacognitive strategies in game-based virtual reality learning
Bibliographic Data
| ID | 21538641 |
|---|---|
| Authors | Chih-hung Chen (0000-0002-8308-8946, National Taichung University of Education, corresponding author) |
| Year | 2026 |
| Volume | 242 |
| Pages | 105512 |
| Publication date | 2026-03-01 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Computers & Education (JOURNAL) |
| Journal identifiers | ISSN: 0360-1315 • E-ISSN: 1873-782X |
| Publisher | Elsevier BV (PUBLISHER) |
| DOI | 10.1016/j.compedu.2025.105512 |
| OpenAlex | W4416529796 |
| Language | EN |
| References cited | 61 |
Cognition · Cognitive Load · Cognitive strategy · Metacognition · Perception · Virtual reality · Educational Games and Gamification · Virtual Reality Applications and Impacts · Visual and Cognitive Learning Processes
Digital game-based learning
Beyond intelligence
Adding immersive virtual reality to a science lab simulation causes more presence but less learning
A structural equation modeling investigation of the emotional value of immersive virtual reality in education
Effects of mobile learning time on students' conception of collaboration, communication, complex problem-solving, meta-cognitive awareness and creativity
Do learning protocols support learning strategies and outcomes? The role of cognitive and metacognitive prompts
Investigating prompts for supporting students' self-regulation – A remaining challenge for learning analytics approaches
The benefit of reflection prompts for encouraging learning with hints in an online programming course
Impacts of augmented reality and a digital game on students’ science learning with reflection prompts in multimedia learning
Immersive virtual reality in STEM
The mediating–moderating model of inquiry-based learning and science self-efficacy
Diverse approaches to learning with immersive Virtual Reality identified from a systematic review
A systematic review of immersive virtual reality applications for higher education
Designing digital game-based learning for professional upskilling
Improving hybrid brainstorming outcomes with computer-supported scaffolds
Unintended consequences of spatial presence on learning in virtual reality
Inquiry‐based mobile learning in secondary school science education
Using metacognitive prompts to enhance self‐regulated learning and learning outcomes
A meta‐analysis of research on digital game‐based science learning
Mathematical experience in game‐based problem‐solving
Enhancing Undergraduate Metacognitive Awareness and Self‐Efficacy
The Effect of Digital Game-Based Learning Interventions on Cognitive, Metacognitive, and Affective-Motivational Learning Outcomes in School
Signaling cues and focused prompts for professional vision support
Immersive virtual reality in K‐12 and higher education
Effects of integrating a role‐playing game into a virtual reality‐based learning approach on students' perceptions of immersion, self‐efficacy, learning motivation and achievements
An experimental study on reading in high‐immersion virtual reality
Improving the balance between theory and practice
Situated learning in an educational technology course for pre-service teachers
| Citation velocity | historical |
|---|---|
| Highly cited | No |