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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(More)
Rapid advances in information technology are reshaping the learning styles of many students in higher education. The standard “world to the desktop” interface is now complemented by ■ multiuser virtual environments in which people’s avatars interact with each other, computer-based agents, and digital artifacts in a simulated context; and ■ augmented(More)
where he has a joint appointment in the Schools of Information Technology & Engineering and of Education. He is Director of Federal Relations and Strategic Alliances for the university and is on the core advisory faculty of GMU's Institute for Public Policy. His professional service centers on organizational redesign for increased effectiveness based on(More)
1 The development of high performance computing and communications is creating new media, such as the WorldWide Web and virtual realities. In turn, these new media enable new types of messages and experiences; for example, interpersonal interactions across network channels lead to the formation of virtual communities. The innovative kinds of pedagogy(More)
This National Science Foundation funded project utilizes graphical multi-user virtual environments (MUVEs) as a vehicle to study (1) classroom-based situated learning and (2) the ways in which virtual environments may aid the transfer of learning from classroom contexts into real world settings. In the project’s River City curriculum, teams of middle school(More)
This National Science Foundation funded study is investigating novel pedagogies for helping teachers infuse inquiry into a standards-based science curriculum. Using a Multi-User Virtual Environment (MUVE) as a pedagogical vehicle, teams of middle school students are asked to collaboratively solve a simulated 19th century city’s problems with illness,(More)
Chris Dede Graduate School of Education George Mason University Fairfax, VA 22030 (703) 993-2019 cdede@gmu.edu Marilyn C. Salzman Human Factors and Applied Cognitive Psychology George Mason University Fairfax, VA 22030 (703) 352-8375 msalzman@gmu.edu R. Bowen Loftin Virtual Environment Technology Lab University of Houston Houston, TX 77023 (713) 743-1006(More)
This NSF-funded project utilizes graphical multi-user virtual environments (MUVEs) as a vehicle to study (1) classroom-based situated learning and (2) the ways in which virtual environments may aid the transfer of learning from classroom contexts into real world settings. In the project’s River City curriculum, teams of middle school students are asked to(More)