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resource research Media and Technology
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
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TEAM MEMBERS: Chris Dede
resource research Media and Technology
This article presents IMAX films as making science more accessible to the public, but cautions against building spectators rather than participants. It examines a film about Yellowstone while making the case that large-format films serve entertainment rather than scientific purposes.
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TEAM MEMBERS: Joanna Ploeger
resource research Media and Technology
The authors review the giant screen (GS) film literature to determine if the form has unique attributes that contribute to science learning. They find that four attributes are claimed to contribute to higher learning outcomes: the sense of immersion by reducing peripheral views to a minimum; first person perspective contributing to the sense of presence in the film; narrative structure; and sensory stimulation of mirror neurons that promote kinesthetic learning. They demonstrate that most claims are without support in empirical research but uncover some recent results that give reason to
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TEAM MEMBERS: John Fraser Joe E Heimlich John Jacobsen Victor Yocco Jessica Sickler Jim Kisiel Mary Nucci Lance Jones Jeanie Stahl