2008
DOI: 10.1007/s10956-008-9119-1
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Affordances and Limitations of Immersive Participatory Augmented Reality Simulations for Teaching and Learning

Abstract: The informal learning environments of television, video games, and the Internet are producing learners with a new profile of cognitive skills. This profile features widespread and sophisticated development of visual-spatial skills, such as iconic representation and spatial visualization. A pressing social problem is the prevalence of violent video games, leading to desensitization, aggressive behavior, and gender inequity in opportunities to develop visual-spatial skills. Formal education must adapt to these c… Show more

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Cited by 1,154 publications
(780 citation statements)
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“…Each interactive technology has a set of features that facilitates particular approaches to educational practice (Choi & Baek, 2011;Conole & Dyke, 2004;Dalgarno & Lee, 2010;Dickey, 2005;Dunleavy et al, 2009;Kye & Kim, 2008;Lee et al, 2010;Wu et al, 2013). For instance, three-dimensional virtual world (3DVW), an interactive technology that shares relevant characteristics with augmented reality, offers representational fidelity and learning interaction as technical features (Chittaro & Ranon, 2007).…”
Section: Learning Affordances Of Augmented Realitymentioning
confidence: 99%
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“…Each interactive technology has a set of features that facilitates particular approaches to educational practice (Choi & Baek, 2011;Conole & Dyke, 2004;Dalgarno & Lee, 2010;Dickey, 2005;Dunleavy et al, 2009;Kye & Kim, 2008;Lee et al, 2010;Wu et al, 2013). For instance, three-dimensional virtual world (3DVW), an interactive technology that shares relevant characteristics with augmented reality, offers representational fidelity and learning interaction as technical features (Chittaro & Ranon, 2007).…”
Section: Learning Affordances Of Augmented Realitymentioning
confidence: 99%
“…A positive impact of AR on emotions would improve students' cognitive processes and performance (Csikszentmihalyi, 1990;Efklides, Kuhl, & Sorrentino, 2001;Keller, 1979;Linnenbrink & Pintrich, 2002). Psychological states such as motivation, flow, cognitive benefits, reflection, and sense of presence are positively related to learning outcomes (Antonietti, Rasi, Imperio, & Sacco, 2000;Conole & Dyke, 2004;Dalgarno & Lee, 2010;Dunleavy et al, 2009;Lee et al, 2010). Due to the limited scope of this work, we concentrate our efforts on the observation of the psy-chological state in which an individual feels cognitively efficient, motivated, and happy, known as flow (Csikszentmihalyi, 1990), that has been widely recognized by many researchers as supportive of students' learning (Choi & Baek, 2011;Kye & Kim, 2008;Pearce et al, 2005).…”
Section: Learning Affordances Of Augmented Realitymentioning
confidence: 99%
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“…While young adults conduct a substantial part of their lives via the mobile phone, schools and universities have long pursued other forms of educational interaction and contact [2]. However, for nearly half a decade now, digital and in particular pervasive game-based learning scenarios have started to gain traction among educational practitioners [3][4] [5].…”
Section: Introductionmentioning
confidence: 99%