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Audience Interactivity as Leverage for Effective Learning in Gaming Environments for Dome Theaters

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Sustaining TEL: From Innovation to Learning and Practice (EC-TEL 2010)

Part of the book series: Lecture Notes in Computer Science ((LNPSE,volume 6383))

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Abstract

Informal or free-choice learning has become a well-established means of disseminating knowledge to school classrooms over the last years. Various technology-enhanced public spaces, like science centers and cultural heritage museums, are nowadays equipped with state-of-the-art digital dome theaters, where groups of people (mainly children) attend educational programmes. The overwhelming majority of such ‘shows’ include astronomical phenomena and in few cases cultural heritage. In this paper, we investigate the potential learning benefit of integrating audience interaction with gaming environments in the immersive space of a dome theater. In order to achieve this, we examine how six factors of the Contextual Model of Learning proposed by Falk & Dierking, can be applied in an integrated schema of group interactivity and game design in immersive learning environments.

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© 2010 Springer-Verlag Berlin Heidelberg

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Apostolellis, P., Daradoumis, T. (2010). Audience Interactivity as Leverage for Effective Learning in Gaming Environments for Dome Theaters. In: Wolpers, M., Kirschner, P.A., Scheffel, M., Lindstaedt, S., Dimitrova, V. (eds) Sustaining TEL: From Innovation to Learning and Practice. EC-TEL 2010. Lecture Notes in Computer Science, vol 6383. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-16020-2_36

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  • DOI: https://doi.org/10.1007/978-3-642-16020-2_36

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-642-16019-6

  • Online ISBN: 978-3-642-16020-2

  • eBook Packages: Computer ScienceComputer Science (R0)

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