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Hannah Bartolomea

Biographic Data

ID9589788
NAMEHannah Bartolomea
GIVEN NAMESHannah
FAMILY NAMEBartolomea
SIGNATUREBARTOLOMEA H
AFFILIATIONSDepartment of Psychology Arizona State University Tempe Arizona USA
VERIFIEDNo
TOTAL WORKS2
TOTAL CITATIONS0
WORKS AS AUTHOR2
WORKS AS EDITOR0
FIRST PUBLICATION YEAR2021
LATEST PUBLICATION YEAR2021
H-INDEX0
  • Interactive CovidCampus Simulation Game

    Open Access•Mina C Johnson‐Glenberg, Mina C Johnson-Glenberg et al.•ARTICLE•Frontiers in Communication•2021

    We explore how an AR simulation created by a multidisciplinary team evolved into a more interactive, student-centered learning game. The CovidCampus experience was designed to help college students understand how their decisions can affect their probability of infection throughout a day on campus. There were eight decision points throughout the day. Within group comparisons of immediate learning gains and self-reported behavioral changes were ana…

  • Platform is not destiny

    Open Access•Mina C Johnson‐Glenberg, Hannah Bartolomea et al.•ARTICLE•Journal of Computer Assisted…•2021

    Experiences in immersive 3D virtual reality (VR) are more presence‐inducing, and so it may be tempting to claim that content will be learned better in VR. This randomized control trial study on natural selection challenges that assumption. This study answers the question of whether learning STEM in an immersive 3D VR environment is always superior to learning via a 2D monitor (PC). This is a 2 × 2 × 3 design. The first factor is platform immersiv…

No prominent works on this page.

  • Interactive CovidCampus Simulation Game

    Open Access•Mina C Johnson‐Glenberg, Mina C Johnson-Glenberg et al.•ARTICLE•Frontiers in Communication•2021

    We explore how an AR simulation created by a multidisciplinary team evolved into a more interactive, student-centered learning game. The CovidCampus experience was designed to help college students understand how their decisions can affect their probability of infection throughout a day on campus. There were eight decision points throughout the day. Within group comparisons of immediate learning gains and self-reported behavioral changes were ana…

  • Platform is not destiny

    Open Access•Mina C Johnson‐Glenberg, Hannah Bartolomea et al.•ARTICLE•Journal of Computer Assisted…•2021

    Experiences in immersive 3D virtual reality (VR) are more presence‐inducing, and so it may be tempting to claim that content will be learned better in VR. This randomized control trial study on natural selection challenges that assumption. This study answers the question of whether learning STEM in an immersive 3D VR environment is always superior to learning via a 2D monitor (PC). This is a 2 × 2 × 3 design. The first factor is platform immersiv…

Computer Science (2 works) · Multimedia (2 works) · Psychology (2 works) · Virtual Reality Applications and Impacts (2 works) · Action Observation and Synchronization (1 work) · Applied Psychology (1 work) · Artificial Intelligence (1 work) · Computer security (1 work) · Dissemination (1 work) · Educational Games and Gamification (1 work)

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