Christopher J. Dede

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Exemplary pedagogy in science education should develop learners' abilities to intuitively understand how the natural world functions before inculcating the formal representations and reasoning skills that scientists use. In other words, fostering in students the capability to qualitatively predict the behavior of the objects in the universe is initially(More)
This paper describes a research study that investigated howdesigners can use frames of reference (egocentric, exocentric, anda combination of the two) to support the mastery of abstractmultidimensional information. The primary focus of this study wasthe relationship between FORs and mastery; the secondary focus wason other factors (individual(More)
We are collaboratively designing "ScienceSpace," a collection of virtual worlds designed to explore the potential utility of physical immersion and multisensory perception to enhance science education. This paper describes the creation and formative evaluation of NewtonWorld, a virtual environment for investigating the kinematics and dynamics of(More)
ScienceSpace is a collection of immersive virtual realities designed to explore the potential utility of physical immersion and multisensory perception to aid in the learning of science. Through the design and evaluation of ScienceSpace, we are learning lessons about the virtual reality interface and the development of immersive virtual worlds for(More)
iii oreword ver the past decade, public attention has been drawn to the difficulties that many young adults are having in finding their way in the changing economy and earning a decent living. A broad movement is emerging across the country to better connect school with career opportunities and further education to help these young adults succeed. In 1994(More)
INTRODUCTION In the inaugural issue of the International Journal of Gaming and Computer-Mediated Simulations (IJGCMS), O'Shea, Mitchell, Johnston, and Dede (2009) described the lessons that they had learned from the conceptualization, development, creation and implementation of an Augmented Reality (AR) curriculum. This article is intended as a follow-up to(More)