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ERIC Number: EJ861828
Record Type: Journal
Publication Date: 2009-Sep
Pages: 6
Abstractor: ERIC
Reference Count: 0
ISSN: ISSN-1553-7544
Best of Both Worlds
Ramaswami, Rama
Campus Technology, v23 n1 p24-26, 28, 30-31 Sep 2009
Educators know that people learn best by doing. When students are doing something rather than reading or learning about it, they learn better. Immersive environments help students retain more information and speed up their learning. There's an enhancement in the way they learn. Immersive environments--which utilize technologies like simulations, virtual reality, augmented reality, Second Life, and the like--have long held sway in the gaming world, where advances in digital, information, and online technologies have helped to create mind-boggling artificial spaces that absorb users into an alternative or amplified reality. Immersive education employs the same technologies, but unlike gaming, immersive education doesn't isolate students in an imaginary world, but rather uses the technologies to bridge the conceptual with the concrete--giving students a virtual laboratory in which to work out real-world problems. An immersive environment engages the learner's mind and leads to better learning results. There is no doubt that a small but growing number of universities around the country are using immersive education approaches to achieve critical educational outcomes. This article takes a look at several of these projects, each using slightly different immersive technologies, but all seeking to enhance student learning by merging digital and real environments, to achieve the best of both worlds. (Contains 3 online resources.)
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Publication Type: Journal Articles; Reports - Descriptive
Education Level: Higher Education; Middle Schools
Audience: N/A
Language: English
Sponsor: N/A
Authoring Institution: N/A