Immersive Interfaces for Engagement and Learning

Immersion is the subjective impression that one is participating in a comprehensive, realistic experience. Interactive media now enable various degrees of digital immersion. The more a virtual immersive experience is based on design strategies that combine actional, symbolic, and sensory factors, the greater the participant's suspension of disbelief that she or he is “inside” a digitally enhanced setting. Studies have shown that immersion in a digital environment can enhance education in at least three ways: by allowing multiple perspectives, situated learning, and transfer. Further studies are needed on the capabilities of immersive media for learning, on the instructional designs best suited to each type of immersive medium, and on the learning strengths and preferences these media develop in users.

[1]  Y. Kafai,et al.  Children’s Participation in a Virtual Epidemic in the Science Classroom: Making Connections to Natural Infectious Diseases , 2006, Journal of science education and technology.

[2]  C. Atman,et al.  How people learn. , 1985, Hospital topics.

[3]  Peg Ertmer Victoria Walker Sunnie Lee Watson Johannes Strobel Educational Technology --How, When, Where?. , 1971 .

[4]  Diana G. Oblinger,et al.  Educating the Net Generation , 2005 .

[5]  Jonathan Freeman,et al.  A Cross-Media Presence Questionnaire: The ITC-Sense of Presence Inventory , 2001, Presence: Teleoperators & Virtual Environments.

[6]  J. Mestre Transfer of learning from a modern multidisciplinary perspective , 2005 .

[7]  Eric Klopfer,et al.  Augmented Learning: Research and Design of Mobile Educational Games , 2008 .

[8]  原田 秀逸 私の computer 環境 , 1998 .

[9]  Matthew Kam,et al.  The Case for Technology in Developing Regions , 2005, Computer.

[10]  Robert Kozma,et al.  Innovations in Science and Mathematics Education: Advanced Designs for Technologies of Learning. , 2000 .

[11]  Marc M. Sebrechts,et al.  HANDBOOK OF VIRTUAL ENVIRONMENTS , 2014 .

[12]  Michael J. Jacobson,et al.  Innovations in Science and Mathematics Education: Advanced Designs for Technologies of Learning. , 2000 .

[13]  Brian C. Nelson Exploring the Use of Individualized, Reflective Guidance In an Educational Multi-User Virtual Environment , 2007 .

[14]  Ibrahim Khatete Innovations in Science and Mathematics Education , 2005 .

[15]  Chris Dede,et al.  Affordances and Limitations of Immersive Participatory Augmented Reality Simulations for Teaching and Learning , 2009 .

[16]  Katie Salen The ecology of games : connecting youth, games, and learning , 2008 .

[17]  Brian C. Nelson,et al.  A design-based research strategy to promote scalability for educational innovations , 2006 .

[18]  Sean C. Duncan,et al.  Scientific Habits of Mind in Virtual Worlds , 2008 .

[19]  Ann L. Brown,et al.  How people learn: Brain, mind, experience, and school. , 1999 .

[20]  Roger C. Schank,et al.  Lessons in learning, e-learning, and training , 2006 .

[21]  S. Barab,et al.  Relating Narrative, Inquiry, and Inscriptions: Supporting Consequential Play , 2007 .

[22]  Scott P. Robertson,et al.  Proceedings of the SIGCHI Conference on Human Factors in Computing Systems , 1991 .