Abstract
Authenticity, is a concept found in both media design and educational design, usually as a quality needed for success. Here, we develop a theory of authenticity for educational experiences with immersive media (VR, MR, MUVEs, etc.) to help educators and authors in this new field. In our framework, authenticity refers to the relationship between a truth and its representation, guided by a purpose. By truth, we refer to a fact, concept, or procedure, about something in the world or in the body of human knowledge, something we want to learn. To scaffold the learning process, students require a representation of the thing. It may be a written article (for concepts), an image (e.g., a photograph), or maybe an exemplar (an idealized example of a category). A representation or an experience is said to be authentic, when it successfully captures the fundamental truth of what we are learning. The immersive media have unique capabilities and just in the last few years have become available to the public on a large scale. Our theory is not a comprehensive style guide, but a practical way to look at one key dimension of good educational design.
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Notes
- 1.
Strobel relies heavily on theories by Anderson, Billet, and Buxon, and cites them properly. We do not have the space to repeat those citations, here.
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Jacobson, J. (2017). Authenticity in Immersive Design for Education. In: Liu, D., Dede, C., Huang, R., Richards, J. (eds) Virtual, Augmented, and Mixed Realities in Education. Smart Computing and Intelligence. Springer, Singapore. https://doi.org/10.1007/978-981-10-5490-7_3
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