augmented reality potential for educational purposes:
Smartmarca project. In De Paolis, L. T. and Bourdot,
P., editors, Augmented Reality, Virtual Reality, and
Computer Graphics, pages 319–334. Springer Inter-
national Publishing, Cham.
Garas, S. and Hassan, M. (2018). Student Performance
on Computerbased Tests Versus Paper-Based Tests in
Introductory Financial Accounting: UAE Evidence.
Academy of Accounting and Financial Studies Jour-
nal, 22(2):1–14.
Haranin, O. and Moiseienko, N. (2018). Adaptive artificial
intelligence in RPG-game on the Unity game engine.
CEUR Workshop Proceedings, 2292:143–150.
Ita, M. E., Kecskemety, K. M., Ashley, K. E., and Morin,
B. C. (2014). Comparing Student Performance on
Computer-Based vs. Paper-Based Tests in a First-
Year Engineering Course. In 121st ASEE Annual
Conference & Exposition, pages 24.297.1–24.297.14,
Indianapolis, Indiana. https://peer.asee.org/20188.
Kabacoff, R. I. (2021). R in Action. Manning Publications,
third edition.
Katsko, O. O. and Moiseienko, N. V. (2018). Devel-
opment computer games on the Unity game engine
for research of elements of the cognitive thinking in
the playing process. CEUR Workshop Proceedings,
2292:151–155.
Kompaniets, A., Chemerys, H., and Krasheninnik, I.
(2019). Using 3D modelling in design training sim-
ulator with augmented reality. CEUR Workshop Pro-
ceedings, 2546:213–223.
Kuzminska, O., Mazorchuk, M., Morze, N., Pavlenko, V.,
and Prokhorov, A. (2018). Digital competency of the
students and teachers in Ukraine: measurement, anal-
ysis, development prospect. CEUR Workshop Pro-
ceedings, 2104:366–379.
Kuzminska, O., Mazorchuk, M., Morze, N., Pavlenko, V.,
and Prokhorov, A. (2019). Study of digital compe-
tence of the students and teachers in Ukraine. Com-
munications in Computer and Information Science,
1007:148–169.
Lavrentieva, O., Arkhypov, I., Kuchma, O., and Uchitel,
A. (2020). Use of simulators together with virtual and
augmented reality in the system of welders’ vocational
training: Past, present, and future. CEUR Workshop
Proceedings, 2547:201–216.
Ma, M., Bale, K., and Rea, P. (2012). Constructionist learn-
ing in anatomy education. In Ma, M., Oliveira, M. F.,
Hauge, J. B., Duin, H., and Thoben, K.-D., editors,
Serious Games Development and Applications, pages
43–58, Berlin, Heidelberg. Springer Berlin Heidel-
berg.
OECD (Accessed 21 Mar 2017). Learning for
Jobs: Synthesis Report of the OECD Re-
views of Vocational Education and Training.
OECD Reviews of Vocational Education and
Training. OECD Publishing, Paris. https:
//www.researchgate.net/publication/266265826
Learning for Jobs Synthesis Report of the OECD
Reviews of Vocational Education and Training.
Patiar, A., Kensbock, S., Ma, E., and Cox, R. (2017). In-
formation and Communication Technology–Enabled
Innovation: Application of the Virtual Field Trip in
Hospitality Education. In Journal of Hospitality &
Tourism Education, volume 29, pages 129–140.
Prokhorov, O. V., Lisovichenko, V. O., Mazorchuk, M. S.,
and Kuzminska, O. H. (2020). Developing a 3D
quest game for career guidance to estimate students’
digital competences. CEUR Workshop Proceedings,
2731:312–327.
Rankin, Y. A., Gold, R., and Gooch, B. (2006). 3d role-
playing games as language learning tools. In Brown, J.
and Hansmann, W., editors, 27th Annual Conference
of the European Association for Computer Graphics,
Eurographics 2006 - Education Papers, Vienna, Aus-
tria, September 4-8, 2006, pages 33–38. Eurographics
Association.
Shepiliev, D. S., Semerikov, S. O., Yechkalo, Y. V.,
Tkachuk, V. V., Markova, O. M., Modlo, Y. O., Mintii,
I. S., Mintii, M. M., Selivanova, T. V., Maksyshko,
N. K., Vakaliuk, T. A., Osadchyi, V. V., Tarasenko,
R. O., Amelina, S. M., and Kiv, A. E. (2021). Devel-
opment of career guidance quests using WebAR. Jour-
nal of Physics: Conference Series, 1840(1):012028.
Th
¨
urkow, D., Gl
¨
aßer, C., and Kratsch, S. (2005). Virtual
landscapes and excursions-innovative tools as a
means of training in geograph. In Proceedings
of ISPRS VI/1 & VI/2 Workshop on Tools and
Techniques for E-Learning, pages 61–64. https:
//www.isprs.org/proceedings/xxxvi/6-w30/paper/
elearnws potsdam2005 thuerkow.unlocked.pdf.
Tokarieva, A. V., Volkova, N. P., Harkusha, I. V., and
Soloviev, V. N. (2019). Educational digital games:
models and implementation. CEUR Workshop Pro-
ceedings, 2433:74–89.
Vakaliuk, T., Kontsedailo, V., Antoniuk, D., Korotun, O.,
Mintii, I., and Pikilnyak, A. (2020). Using game sim-
ulator Software Inc in the Software Engineering edu-
cation. CEUR Workshop Proceedings, 2547:66–80.
Villagrasa, S. and Duran, J. (2013). Gamification for learn-
ing 3D computer graphics arts WebAR. In TEEM ’13:
Proceedings of the First International Conference on
technological ecosystem for enhancing multicultural-
ity, pages 429–433.
Vlachopoulos, D. and Makri, A. (2017). The effect of
games and simulations on higher education: a system-
atic literature review. International Journal of Educa-
tional Technology in Higher Education, 14:22.
¨
Ozalp-Yaman, S¸ . and C¸ a
˘
gıltay, N. E. (2010). Paper-based
versus computer-based testing in engineering educa-
tion. In IEEE EDUCON 2010 Conference, pages
1631–1637.
AET 2020 - Symposium on Advances in Educational Technology
690