Audience interactivity as leverage for effective learning in gaming environments for dome theaters

  • Authors:
  • Panagiotis Apostolellis;Thanasis Daradoumis

  • Affiliations:
  • University of the Aegean, Department of Cultural Technology and Communication, Mytilene, Lesvos, Greece;University of the Aegean, Department of Cultural Technology and Communication, Mytilene, Lesvos, Greece

  • Venue:
  • EC-TEL'10 Proceedings of the 5th European conference on Technology enhanced learning conference on Sustaining TEL: from innovation to learning and practice
  • Year:
  • 2010

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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.