Abstract
Recent advances in educational and training technology are offering
an increasing number of innovative and promising learning environments
including three-dimensional and two-dimensional virtual worlds as well as
computer simulations. These environments differ a lot as to both their
technological sophistication and to the types of skills taught, varying for
example from immersive 3D environments of high-fidelity to simulations of
complex relational situations, for the learning of ¿soft skills¿ of growing
strategic interest to enterprises such as leadership, customer service, coaching,
selling etc. The learning potential of virtual training relies on the possibility for
learners to make a number of significant first-person experiences and to fail in a
safe and protected environment. In order to be effective, the experience should
seem real and engaging to participants, as ¿if they were in there¿: they should
feel (emotionally and cognitively) present in the situation. The goal of this
chapter is to investigate the relationships existing among the factors that are
crucial to the emergence of a sense of presence in virtual training environments.
This exploration aims at outlining a possible model of presence in virtual
learning environments, trying to define on the one hand the key factors
conveying it in training contexts and on the other hand how the sense of
presence contributes to enhance learning efficacy and to support following
transfer of knowledge and skills.
Lingua originale | English |
---|---|
Titolo della pubblicazione ospite | Being There: Concepts, Effects and Measurement of User Presence in Synthetic Environments |
Editor | Davide F. Riva G. |
Pagine | 167-182 |
Numero di pagine | 16 |
Stato di pubblicazione | Pubblicato - 2003 |
Keywords
- e-learning