Immersion and Persistence: Improving Learners’ Engagement in Authentic Learning Situations

Autor: Sébastien George, Sébastien Iksal, Audrey Serna, Guillaume Loup
Přispěvatelé: Laboratoire d'Informatique de l'Université du Mans (LIUM), Le Mans Université (UM), Situated Interaction, Collaboration, Adaptation and Learning (SICAL), Laboratoire d'InfoRmatique en Image et Systèmes d'information (LIRIS), Institut National des Sciences Appliquées de Lyon (INSA Lyon), Institut National des Sciences Appliquées (INSA)-Université de Lyon-Institut National des Sciences Appliquées (INSA)-Université de Lyon-Centre National de la Recherche Scientifique (CNRS)-Université Claude Bernard Lyon 1 (UCBL), Université de Lyon-École Centrale de Lyon (ECL), Université de Lyon-Université Lumière - Lyon 2 (UL2)-Institut National des Sciences Appliquées de Lyon (INSA Lyon), Université de Lyon-Université Lumière - Lyon 2 (UL2), IUT de Laval
Jazyk: angličtina
Rok vydání: 2016
Předmět:
Zdroj: 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
DOI: 10.1007/978-3-319-45153-4_35⟩
Popis: 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.
Databáze: OpenAIRE