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Original Articles

How virtual reality affects perceived learning effectiveness: a task–technology fit perspective

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Pages 548-556 | Received 22 Feb 2016, Accepted 30 Nov 2016, Published online: 13 Jan 2017

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Dwi Ratmono, Ratna Candra Sari, Sony Warsono, Muhammad Ubaidillah & Luqman Mulki Wibowo. (2024) Virtual reality and perceived learning effectiveness in accounting studies: the mediating role of task-technology fit. Cogent Business & Management 11:1.
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Frank Ulrich, Niels Henrik Helms, Uffe Poulsgaard Frandsen & Anne Vollen Rafn. (2021) Learning effectiveness of 360° video: experiences from a controlled experiment in healthcare education. Interactive Learning Environments 29:1, pages 98-111.
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Patrick Jost, Sue Cobb & Isabella Hämmerle. (2020) Reality-based interaction affecting mental workload in virtual reality mental arithmetic training. Behaviour & Information Technology 39:10, pages 1062-1078.
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Olivia Hernandez-Pozas & Horacio Carreon-Flores. (2019) Teaching International Business Using Virtual Reality. Journal of Teaching in International Business 30:2, pages 196-212.
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Emmanouil Varouchas, Miguel-Angel Sicilia & Salvador Sánchez-Alonso. (2018) Towards an integrated learning analytics framework for quality perceptions in higher education: a 3-tier content, process, engagement model for key performance indicators. Behaviour & Information Technology 37:10-11, pages 1129-1141.
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Gonca Gokce Menekse Dalveren & Nergiz Ercil Cagiltay. (2018) Insights from surgeons’ eye-movement data in a virtual simulation surgical training environment: effect of experience level and hand conditions. Behaviour & Information Technology 37:5, pages 517-537.
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Xin Zhang, Zhihao Qi, Liang Ma & Ge Zhang. Assessing the Curvilinear Relationship in Employee Digital Performance: A Task-Technology Fit Perspective. International Journal of Human–Computer Interaction 0:0, pages 1-19.
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Shanshan Shang & Nana Ni. Understanding the Impacts of Storytelling and Player Perspective on Learning Outcomes: The Mediating Roles of Engagements. International Journal of Human–Computer Interaction 0:0, pages 1-20.
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