Skip to main content

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

  • Conference paper

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

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.

Keywords

  • Audience Interaction
  • Informal Learning
  • Contextual Learning
  • Gaming Environments
  • Dome Theaters

This is a preview of subscription content, access via your institution.

Buying options

Chapter
USD   29.95
Price excludes VAT (USA)
  • DOI: 10.1007/978-3-642-16020-2_36
  • Chapter length: 6 pages
  • Instant PDF download
  • Readable on all devices
  • Own it forever
  • Exclusive offer for individuals only
  • Tax calculation will be finalised during checkout
eBook
USD   109.00
Price excludes VAT (USA)
  • ISBN: 978-3-642-16020-2
  • Instant PDF download
  • Readable on all devices
  • Own it forever
  • Exclusive offer for individuals only
  • Tax calculation will be finalised during checkout
Softcover Book
USD   149.00
Price excludes VAT (USA)

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. Resnick, M.: Rethinking learning in the digital age. In: Kirkman, G. (ed.) The Global Information Technology Report: Readiness for the Networked World, pp. 32–37. Oxford University Press, New York (2002)

    Google Scholar 

  2. Hein, G.: The constructivist museum. Journal of Education in Museums 16, 21–23 (1987)

    Google Scholar 

  3. Vygotsky, L.: Mind in Society: The Development of Higher Psychological Processes. Harvard University Press, Cambridge (1978)

    Google Scholar 

  4. Falk, J.H., Dierking, L.D.: Learning from museums: visitor experiences and the making of meaning. AltaMira Press, Walnut Creek (2000)

    Google Scholar 

  5. Papert, S.: The Children’s Machine: Rethinking School in the Age of the Computer. Basic Books, New York (1993)

    Google Scholar 

  6. Prensky, M.: Digital Game-Based Learning. McGraw-Hill, New York (2001)

    Google Scholar 

  7. Squire, K., Jenkins, H.: Harnessing the power of games in education. Insight 3(1), 5–33 (2004)

    Google Scholar 

  8. Fromme, J.: Computer games as a part of children’s culture. Game Studies 3(1) (2003)

    Google Scholar 

  9. Talin, D.: Real interactivity in interactive entertainment. In: Dodsworth Jr., C. (ed.) Digital Illusion: Entertaining the Future with High Technology, pp. 151–159. Addison-Wesley, Reading (1998)

    Google Scholar 

  10. Danks, M., Goodchild, M., Rodriguez-Echavarria, K., Arnold, D.B., Griffiths, R.: Interactive Storytelling and Gaming Environments for Museums: The Interactive Exhibition Project. In: Proceedings of the 2nd international conference on Technologies for e-learning and digital entertainment, Hong Kong, China, pp. 104–115 (2007)

    Google Scholar 

  11. Fisher, R., Vanouse, P., Dannenberg, R., Christensen, J.: Audience Interactivity: A Case Study in Three Perspectives Including Remarks about a Future Production. In: Proc. of the Sixth Biennial Symposium for Arts and Technology, New London, Connecticut (1997)

    Google Scholar 

  12. Maynes-Aminzade, D., Pausch, R., Seitz, S.: Techniques for interactive audience participation. In: Proceedings of the Fourth IEEE International Conference on Multimodal Interfaces, Pittsburgh, PA, USA (2002)

    Google Scholar 

  13. Christopoulos, D., Apostolellis, P., Onasiadis, A.: Educational Virtual Environments for Digital Dome Display Systems with Audience Participation. In: Proceedings of the 13th Pan-hellenic Conference in Informatics-Workshop in Education, Corfu, Greece, pp. 265–275 (2009)

    Google Scholar 

  14. Csikszentmihalyi, M.: Flow: the psychology of optimal experience. Harper, New York (1990)

    Google Scholar 

  15. Nielsen Interactive Entertainment: Video gamers in Europe – 2005; Research report for Interactive Software Federation of Europe (ISFE), 25 p. (2005)

    Google Scholar 

  16. Pujol, L., Economou, M.: Worth a Thousand Words? The Usefulness of Immersive Virtual Reality for Learning in Cultural Heritage Settings. International Journal of Architectural Computing 1(7), 157–176 (2009)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and Permissions

Copyright information

© 2010 Springer-Verlag Berlin Heidelberg

About this paper

Cite this paper

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

Download citation

  • 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)