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What is Immersive Capacity

New Technological Applications for Foreign and Second Language Learning and Teaching
The degree to which a digital game or VR application can engage the user.
Published in Chapter:
Pedagogical Considerations for Successful Implementation of Virtual Reality in the Language Classroom
Ryan Lege (Kanda University of International Studies, Japan), Euan Bonner (Kanda University of International Studies, Japan), Erin Frazier (Kanda University of International Studies, Japan), and Luann Pascucci (Kanda University of International Studies, Japan)
DOI: 10.4018/978-1-7998-2591-3.ch002
Abstract
Virtual reality (VR) offers unique opportunities for immersive activities previously not possible in the language classroom. However, as with any new instructional medium, it is difficult to employ these technologies effectively. There is often a gap between teachers' understanding of how to use the technology and the pedagogical needs of the classroom. This chapter introduces the VR Application Analysis Framework. The framework, supported by established theory, assists with the analysis and implementation of commercial off-the-shelf VR applications into language classroom tasks. This chapter explores the history of VR and the background for its potential use in the classroom. The four key aspects of the framework are presented: immersive capacity, cognitive load, purpose, and communicative capability. Four existing VR applications and their accompanying activities are presented as examples of using the framework.
Full Text Chapter Download: US $37.50 Add to Cart
More Results
Activating Teacher Competencies Through Designing Gamified Stories With Augmentative Reality
Predisposition of subjects to immerse themselves in a stimulating setting, activity, game, story, etc. which focuses their full attention and activates their interest, managing to activate their emotional involvement with the characters, plot, and objectives.
Full Text Chapter Download: US $37.50 Add to Cart
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