{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,3,4]],"date-time":"2026-03-04T20:29:01Z","timestamp":1772656141115,"version":"3.50.1"},"reference-count":0,"publisher":"IOS Press","isbn-type":[{"value":"9781643682044","type":"print"},{"value":"9781643682051","type":"electronic"}],"license":[{"start":{"date-parts":[[2021,9,22]],"date-time":"2021-09-22T00:00:00Z","timestamp":1632268800000},"content-version":"unspecified","delay-in-days":0,"URL":"https:\/\/creativecommons.org\/licenses\/by-nc\/4.0\/"}],"content-domain":{"domain":[],"crossmark-restriction":false},"short-container-title":[],"published-print":{"date-parts":[[2021,9,22]]},"abstract":"<jats:p>Traditional learning methods frequently fail to provoke students\u2019 interest, stimulate their enjoyment and encourage them to participate in learning activities, resulting in discomfort, distractions, and disengagement, if not quitting. Education\u2019s goal is to improve the quality and effectiveness of teaching and learning methods. This paper aims to present a framework based on Virtual Reality (VR) technology and contemporary Head Mounted Displays, that incorporates game-based techniques and adaptive design according to the student\u2019s profile. As a result, this paper analyzes the relevant literature, the VR apparatus, the importance of VR, as well as gamification, personalization and adaptive design in education, which are the learning foundations on which the framework is based. Finally, the framework\u2019s modules and structure are presented, taking into account all of the previously mentioned parameters. This novel framework aspires to serve as a basis for educational applications that use immersive Virtual Reality technologies to transform learning procedures into entertaining, engaging, enjoyable, and effective experiences.<\/jats:p>","DOI":"10.3233\/faia210080","type":"book-chapter","created":{"date-parts":[[2021,9,24]],"date-time":"2021-09-24T13:06:59Z","timestamp":1632488819000},"source":"Crossref","is-referenced-by-count":31,"title":["A Framework for Personalized Fully Immersive Virtual Reality Learning Environments with Gamified Design in Education"],"prefix":"10.3233","author":[{"given":"Andreas","family":"Marougkas","sequence":"first","affiliation":[{"name":"Department of Informatics and Computer Engineering, University of West Attica, Greece"}],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Christos","family":"Troussas","sequence":"additional","affiliation":[{"name":"Department of Informatics and Computer Engineering, University of West Attica, Greece"}],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Akrivi","family":"Krouska","sequence":"additional","affiliation":[{"name":"Department of Informatics and Computer Engineering, University of West Attica, Greece"}],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Cleo","family":"Sgouropoulou","sequence":"additional","affiliation":[{"name":"Department of Informatics and Computer Engineering, University of West Attica, Greece"}],"role":[{"role":"author","vocabulary":"crossref"}]}],"member":"7437","container-title":["Frontiers in Artificial Intelligence and Applications","Novelties in Intelligent Digital Systems"],"original-title":[],"link":[{"URL":"https:\/\/ebooks.iospress.nl\/pdf\/doi\/10.3233\/FAIA210080","content-type":"unspecified","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2021,10,25]],"date-time":"2021-10-25T13:31:24Z","timestamp":1635168684000},"score":1,"resource":{"primary":{"URL":"https:\/\/ebooks.iospress.nl\/doi\/10.3233\/FAIA210080"}},"subtitle":[],"short-title":[],"issued":{"date-parts":[[2021,9,22]]},"ISBN":["9781643682044","9781643682051"],"references-count":0,"URL":"https:\/\/doi.org\/10.3233\/faia210080","relation":{},"ISSN":["0922-6389","1879-8314"],"issn-type":[{"value":"0922-6389","type":"print"},{"value":"1879-8314","type":"electronic"}],"subject":[],"published":{"date-parts":[[2021,9,22]]}}}