Task-Technology Fit in the Use of Virtual Reality and Video Games for Educational Purposes

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Authors: Adele B. L. Mailangkay, Gregorius Agung Wisnu Krisastianto
Cited by: 0

Fields of Study & Subjects

Virtual Reality Applications and Impacts Educational Games and Gamification Augmented Reality Applications

Publication details

Journal / source
Zenodo (CERN European Organization for Nuclear Research)
Publication date
15 January 2026
Document type
Dataset