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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)
The evolution of higher education is shaped by changes in the characteristics of entering students, by development of new methods of teaching and learning, and by shifts in the knowledge that society values. Rapid advances in information technology are influencing each of these factors, as the standard interface for computers and telecommunications that(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 study is investigating novel pedagogies for helping teachers infuse inquiry into a standards-based science curriculum. Using a MultiUser 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, through(More)
" The power of technology to change one's intellectual viewpoint is one of its greatest contributions, not merely to knowledge, but to something even more important: understanding... it goes beyond the limits of human perception. " Arthur C. Clark [1973]. In every aspect of our knowledge-based society, fluency in understanding complex information spaces is(More)
This National Science Foundation funded project utilizes graphical multiuser 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)