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Role of Presence within Mixed-Reality Learning Environments


Objectives: This study will be a qualitative exploration into the nature of immersion, the extent to which the computer system delivers a surrounding environment, and presence, the sense of "being there" in an environment, and their role in students’ learning.

Research Project Overview: The mis-categorizing of cognitive states involved in learning within virtual environments has complicated instructional technology research. "Presence" and "immersion" are terms for cognitive states that affect learning during activities within technology-rich environments. Technological innovations for learning, such as the use of mixed-reality environments (those that are partially real and partially virtual), have added new complexities to the ideas behind "presence" and "immersion" that previous definitions either do not address or do not fully encompass.

Research on the relationships of immersion and presence to learning in a specific kind of computer-generated environment (AR) will accomplish two goals. First, it will help clarify the definitions and uses of the terms "immersion" and "presence" to include interfaces across the spectrum of real to 100% computer-generated learning environments. Second, it will help to identify links between learning strategies, presence, and immersion in a specific type of computer-generated environment (AR). The proposed study will follow the activities of 15 volunteer undergraduate students as they take part in a designed learning activity using AR.


Participants:

  • CLE with Brett Shelton, PhD, Principal Investigator
  • Jon Scoresby , Graduate Research Assistant
Technology:
  • Desktop Compters
  • Video Camera
Status: Funding Proposal under review 

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