Back to Search
Start Over
Immersion and Persistence: Improving Learners’ Engagement in Authentic Learning Situations
- Source :
- 11th European Conference on Technology Enhanced Learning, EC-TEL 2016, 11th European Conference on Technology Enhanced Learning, EC-TEL 2016, Sep 2016, Lyon, France. pp.410-415, ⟨10.1007/978-3-319-45153-4_35⟩, Adaptive and Adaptable Learning ISBN: 9783319451527, EC-TEL
- Publication Year :
- 2016
- Publisher :
- HAL CCSD, 2016.
-
Abstract
- International audience; cording to the recent technological advances, a new type of digital learning games has emerged. These games integrate virtual worlds persistence and immersion devices allowing the learners to experience more authentic and rich situations. Several studies highlighted their pedagogical value, knowledge transfer and learners’ engaged-behaviors. In this paper, we draw the characteristics of these learning games based on the integration of new technologies according to two characteristics: immersion and persistence. To investigate the impact of such technological components, we developed a game and evaluated it in ecological conditions. Four groups of fifteen high school students played the game through two testing conditions: two groups used a prototype allowing only classical interactions limited on usual devices, while the two other groups used a prototype integrating persistent and immersive interactions using Oculus Rift vision. All the interactions were recorded and their analysis suggests more engaged behaviors from students using the immersive and persistent prototype.
- Subjects :
- Multimedia
Emerging technologies
Oculus rift
4. Education
05 social sciences
ComputingMilieux_PERSONALCOMPUTING
050301 education
[SCCO.COMP]Cognitive science/Computer science
050801 communication & media studies
computer.software_genre
Metaverse
Mixed reality
Authentic learning
0508 media and communications
Immersion Persistence Serious game Mixed reality Engaged behaviors Trace-based analysis Digital epistemic game
Mathematics education
Immersion (virtual reality)
[INFO.EIAH]Computer Science [cs]/Technology for Human Learning
[INFO.INFO-HC]Computer Science [cs]/Human-Computer Interaction [cs.HC]
Digital learning
Psychology
0503 education
computer
Knowledge transfer
Subjects
Details
- Language :
- English
- ISBN :
- 978-3-319-45152-7
- ISBNs :
- 9783319451527
- Database :
- OpenAIRE
- Journal :
- 11th European Conference on Technology Enhanced Learning, EC-TEL 2016, 11th European Conference on Technology Enhanced Learning, EC-TEL 2016, Sep 2016, Lyon, France. pp.410-415, ⟨10.1007/978-3-319-45153-4_35⟩, Adaptive and Adaptable Learning ISBN: 9783319451527, EC-TEL
- Accession number :
- edsair.doi.dedup.....4929c078549feb7d74265c27bbc6da50
- Full Text :
- https://doi.org/10.1007/978-3-319-45153-4_35⟩