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			<titleStmt><title level='a'>Situating presence within extended reality for teacher training: Validation of the eXtended Reality Presence Scale (XRPS) in preservice teacher use of immersive 360 video</title></titleStmt>
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				<publisher></publisher>
				<date>2021</date>
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				<bibl> 
					<idno type="par_id">10274526</idno>
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					<title level='j'>British journal of educational technology</title>
<idno>0007-1013</idno>
<biblScope unit="volume">52</biblScope>
<biblScope unit="issue">2</biblScope>					

					<author>E. Gandolfi</author>
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			<abstract><ab><![CDATA[The use of video is commonplace for professional preparation in education and otherfields. Research has provided evidence that the use of video in these contexts can leadto increased noticing and reflection. However, educators now have access to evolvingforms of video such as 360 video. The purpose of this study was to adapt and validatean instrument for assessing immersive 360 video use in an undergraduate preserviceteacher university training program. Data provided evidence of the validity of theExtended Reality Presence Scale (XRPS) for 360 video research in preservice teacherprofessional development. Moreover, evidence from the study suggests that those withhigher feelings of presence are less likely to jump around (or twitch) while watching 360videos. The main implications are that: a) the XRPS is a validated and reliable instrumentand b) more research is needed to examine the presence and practices for in-service andpreservice teachers while watching 360 video.]]></ab></abstract>
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<div xmlns="http://www.tei-c.org/ns/1.0"><head>Introduction</head><p>The use of instructional videos is a well-established practice in preservice teacher training <ref type="bibr">(Gaudin &amp; Chali&#232;s, 2015)</ref>. Videos are used for several reasons including the beneficial outcomes of improved noticing and increased reflective attitudes (eg, <ref type="bibr">Fadde &amp; Sullivan, 2013)</ref>. Videos have also been widely used for introducing current and future educators to pedagogical strategies, improving self-observation and increasing attitudes towards and knowledge of teaching techniques like evaluation.</p><p>Recently, technological innovations have led to novel techniques and features for experiencing audio-visual content like 360 videos. The use of 360 videos for professional preparation adds a layer of complexity and promise. For instance, watching a 360 video of a lesson allows users to observe more actions due to its expanded scope; moreover, if the 360 video is watched with a headset or head-mounted display (eg, immersive 360 videos), factors like sensory engagement and embodied interaction are introduced <ref type="bibr">(Ferdig &amp; Kosko, 2020)</ref>. Unfortunately, research on the use of 360 video for professional preparation of teachers is nascent. This paper aims to address this gap with an emphasis on immersive 360 videos in the context of undergraduate preservice teachers training at the university level. This focus is motivated by two specific problems in current literature.</p><p>First, although the research on 360 video that does exist is promising (eg, <ref type="bibr">Theelen, van den Beemt, &amp; den Brok, 2019)</ref>, the field lacks instruments for understanding its impact on immersive technology concepts like presence. Presence or the sense of being there <ref type="bibr">(Lee, 2004)</ref>, plays a relevant role in informing understanding and engagement within mediated environments.</p><p>Second, although video is a significant part of teacher training, there are few studies that address this immersive tool within preservice teacher education. As such, this study addresses both gaps by (a) presenting a new instrument called the extended Reality Presence Scale (XRPS), adapted from an existing presence scale and then, tested with 44 undergraduate preservice teachers who</p></div>
<div xmlns="http://www.tei-c.org/ns/1.0"><head>Abstract</head><p>The use of video is commonplace for professional preparation in education and other fields. Research has provided evidence that the use of video in these contexts can lead to increased noticing and reflection. However, educators now have access to evolving forms of video such as 360 video. The purpose of this study was to adapt and validate an instrument for assessing immersive 360 video use in an undergraduate preservice teacher university training program. Data provided evidence of the validity of the Extended Reality Presence Scale (XRPS) for 360 video research in preservice teacher professional development. Moreover, evidence from the study suggests that those with higher feelings of presence are less likely to jump around (or twitch) while watching 360 videos. The main implications are that: a) the XRPS is a validated and reliable instrument and b) more research is needed to examine the presence and practices for in-service and preservice teachers while watching 360 video. British Journal of Educational Technology Vol 52 No 2 2021 watched 360 videos of classroom practice, (b) exploring the concept of presence itself in this context of professional development and beyond through XRPS validation, and c) investigating if presence is correlated to specific watching patterns in 360 videos in preservice teacher training.</p><p>In accomplishing these goals, this study will also shed light on the concept of presence in immersive environments for professional training (an undertheorized construct) and the related impact on learners' behaviors within these mediated contexts.</p></div>
<div xmlns="http://www.tei-c.org/ns/1.0"><head>Videos for preservice teaching training</head><p>The use of videos for instruction have been widely adopted in preservice teacher training. This is due, in part, to the research-based evidence of the growth of self-reflection and teaching efficacy in a number of content areas and disciplines <ref type="bibr">(Blomberg, St&#252;rmer, &amp; Seidel, 2011;</ref><ref type="bibr">Ottenbreit-Leftwich, Glazewski, Brush, Aslan, &amp; Zachmeier, 2018;</ref><ref type="bibr">Weber, Gold, Prilop, &amp; Kleinknecht., 2018)</ref>. Video clips have been used to prepare novice as well expert teachers in improving their self-reflection skills and ability to notice relevant learning events, from language to math (Er&#246;z-Tu&#287;a, 2013; <ref type="bibr">Fadde &amp; Sullivan, 2013)</ref>. <ref type="bibr">Han, Eom, and Shin (2013)</ref> found that video clips can improve predispositions to educational technologies. <ref type="bibr">Wiens, Hessberg, LoCasale-Crouch, and DeCoster (2013)</ref> successfully used videos for assessing preservice teachers' ability to understand meaningful understanding learning environments, finding that academic factors (eg, year of college, type of classes taken, etc.) might have an impact on students' performance.</p><p>Videos have been effective in comparing and measuring ways that experienced and novice teachers attend to particular moments in recorded classrooms <ref type="bibr">(Dessus, Cosnefroy, &amp; Luengo, 2016;</ref><ref type="bibr">Cortina, Miller, McKenzie, &amp; Epstein, 2015;</ref><ref type="bibr">van den Bogert, Bruggen, Kostons, &amp; Jochems, 2014)</ref>. For example, <ref type="bibr">Dessus et al. (2016)</ref> used eye-tracking technology in comparing less and more experienced teachers' viewing of a classroom video. They found that less experienced teachers</p></div>
<div xmlns="http://www.tei-c.org/ns/1.0"><head>Practitioners notes</head><p>What is already known about this topic?</p><p>&#8226; Instructional videos are widely used in preservice teacher training.</p><p>&#8226; 360 videos show promise for improving preservice teacher professional development in terms of immersion and presence.</p><p>What this paper adds?</p><p>&#8226; An instrument for assessing 360 video teacher presence is presented (XRPS), targeting a current gap in the literature. &#8226; Data provided evidence of the validity of the tool for future 360 video research and integration.</p><p>Implications for practice and/or policy &#8226; Practitioners can use XRPS for assessing preservice teachers' experiences in immersive environments and evaluating 360 videos. &#8226; Higher feelings of presence are associated with more focused viewpoints. Therefore, practitioners should support and facilitate this watching behavior. &#8226; Higher scores of presence are associated with a perceived sense of agency and emotional attachment. Therefore, 360 videos should include design elements promoting these feelings.</p><p>Situating presence within extended reality for teacher training 827 attempted to focus on multiple students, whereas more experienced teachers were able to perceive all students but focus on select sets of students. <ref type="bibr">Seidel, Blomberg, and Renkl (2013)</ref> explored different approaches to video adoption in teacher professional development and found that illustrative clips worked better than example-based clips in terms of reproducing factual knowledge and evaluating videotaped classroom situations, and vice versa or lesson planning. Finally, <ref type="bibr">Gaudin and Chali&#232;s (2015)</ref> provided a meta review of the literature on video viewing in teacher education and professional development. Their results pointed to three main fronts to develop: the ability to transfer what was watched to real-life experiences, how to personalize instructional videos and how to make videos a common practice in preservice training. However, immersive reality lacks such a corpus of evidence.</p><p>Immersive reality refers to a set of digital technologies that aim to situate the user within their virtual boundaries <ref type="bibr">(Ferdig, Gandolfi, &amp; Immel, 2018)</ref>; in other words, immersive environments immerge the user in an alternative reality for providing experiences that are challenging to access in real life. This can be done via either artificial settings (eg, a computer-generated setting) or recorded videos (eg, 360 videos). A 360 video is one that can be viewed in any direction at the same time (360 degrees); they can be watched on a flat screen or using a headset-mounted display. The latter option has the potential to make them immersive, allowing the user to turn his/her head around and observe the surroundings in any direction <ref type="bibr">(Rupp et al., 2019)</ref>. This technology can have a potential impact on preservice teacher noticing and reflection <ref type="bibr">(Ferdig &amp; Kosko, 2020;</ref><ref type="bibr">Kosko, Ferdig, &amp; Zolfaghari, in press)</ref>, making training videos more engaging and multi-faceted due to the broader viewpoint and the feeling to be there <ref type="bibr">(Lee, 2004)</ref>.</p><p>There is preliminary evidence of the potential of 360 video for professional preparation. For instance, <ref type="bibr">Theelen et al. (2019)</ref> used 360 videos about classroom events with 141 first year preservice teachers. They found a significant increase in terms of noticing and use of theory-based terminology. Roche and Gal-Petitfaux (2017) explored 360 videos for future physical education teachers and found that this technology can provide more immersive and richer experiences to explore and analyze. <ref type="bibr">Ferdig and Kosko (2020)</ref> found that preservice teachers perceived 360 videos as more immersive than standard videos. Finally, Walshe and Driver (2019) investigated preservice teacher self-reflection with 360 videos with an interpretive case study based on thinkaloud protocol and interviews. Their study results showed promise in improving micro-teaching practice understanding and self-efficacy.</p><p>Although these studies are promising, they are exploratory. More troubling, the field lacks reliable instruments to address the implementation of the 360 technology. There is, therefore, a need of criteria to refer to while analyzing immersive 360 videos for current and future educators.</p><p>There are two leading reasons for such a need. First, 360 videos are becoming increasingly used in preservice teaching practice <ref type="bibr">(Ferdig &amp; Kosko, 2020)</ref>; there is strong evidence that the current COVID-19 situation will probably strengthen their use <ref type="bibr">(Zolfaghari, Austin, Kosko, &amp; Ferdig, 2020;</ref><ref type="bibr">Ferdig &amp; Kosko, 2020)</ref>. Second, this technology is more accessible and user-friendly than other solutions (eg, virtual reality) due to its relatively low cost and high usability. As both technology and implementation approaches improve, there is promise of more immersive videos addressing Gaudin and Chalies' (2015) fronts for development.</p><p>Immersive virtual reality has been often evaluated in terms of presence, which can be defined as the sense of being there or naturalness <ref type="bibr">(Bianchi-Berthouze, Kim, &amp; Patel, 2007;</ref><ref type="bibr">Lee, 2004;</ref><ref type="bibr">Mestre, 2005)</ref>. The core focus of immersive technologies is indeed on capturing the user's senses in the most complete way <ref type="bibr">(Freina &amp; Ott, 2015;</ref><ref type="bibr">Lorenzo, Pomares, &amp; Lled&#243;, 2013)</ref>, generating a feeling of presence where the mediation of technology disappears. Therefore, presence becomes a desired British Journal of Educational Technology Vol 52 No 2 2021 outcome for these technologies. This effect would help immersive virtual reality in allowing users to experience situations and learning outcomes that are challenging to access in real life <ref type="bibr">(Lau &amp; Lee, 2015;</ref><ref type="bibr">Lee &amp; Wong, 2014;</ref><ref type="bibr">Webster, 2016)</ref>.</p><p>Operationalizing presence is a challenge for at least three main reasons. First, the concept of presence itself is vague and interpreted in a variety of different ways, being conflated with terms like immersion and embodiment <ref type="bibr">(Calleja, 2011;</ref><ref type="bibr">Farrow &amp; Iacovides, 2012)</ref>. Second, only a few instruments have been produced that have a focus on artificial virtual environments <ref type="bibr">(Bianchi-Berthouze, Kim, &amp; Patel, 2007;</ref><ref type="bibr">Makransky, Lilleholt, &amp; Aaby, 2017)</ref>. Third, almost no efforts have been made in understanding how presence has an impact on concrete actions and behaviors in immersive virtual environments (eg, exploring whether users act differently according to their perceived sense of presence), which can shed light on the construct itself. More important, existing presence scales do not distinguish between 360 videos experienced via a head-mounted display and 360 videos watched on a flat screen <ref type="bibr">(Ferdig &amp; Kosko, 2020)</ref>, despite evidence of observable differences <ref type="bibr">(Kosko et al., in press</ref>).</p><p>To the best of our knowledge, no studies have contextualized presence within preservice teacher training with immersive 360 videos. These 360 videos can be considered a mixed or extended reality <ref type="bibr">(Bower, Lee, &amp; Dalgarno, 2017;</ref><ref type="bibr">Nardi, 2015)</ref> due to the realism conveyed by real-life recordings. This technology is becoming increasingly accessible and, therefore, it can represent a feasible option for teacher professional development. This paper aims to present the first attempt to address presence-related issues and challenges, validating a potential instrument about presence and exploring how immersive environments for training are experienced by preservice teachers. Moreover, an additional focus is on how 360 videos are experienced by relying on the concept of a viewer's twitch. A twitch could best be conceived as an irregular change of focus in the participant's perspective, thus indicating a disruption of the user's viewpoint.</p><p>Therefore, the emphasis of this paper is on preservice teacher preparation via 360 video and related presence, which becomes a key criterion to investigate but also problematize for supporting students' engagement and knowledge building. By uncovering the construct of presence itself (which is relevant but not well defined yet in the literature about immersive environments), the objective is also to set the stage for broader discussions about the impact of this measure in immersive environments for professional development in education and beyond.</p><p>To summarize, this study includes the following research foci:</p><p>1. Validating an instrument for measuring presence in immersive environments for preservice teacher training (eg, the extended Reality Presence Scale or XRPS). 2. Understanding presence from the XRPS validation (eg, what are the immersive presence parameters in this context?). 3. Analyzing the recorded videos for detecting viewpoints patterns in relation with presence scores (eg, is presence correlated to specific watching behaviors?).</p></div>
<div xmlns="http://www.tei-c.org/ns/1.0"><head>Materials and Methods</head><p>This study relies on a Rasch analysis for validating a new instrument (the extended Reality Presence Scale or XRPS) and a video analysis for collecting watching patterns. Preservice teachers were recruited for viewing 360 videos and answering a related questionnaire about demographics, previous experience with immersive technologies and XRPS.</p></div>
<div xmlns="http://www.tei-c.org/ns/1.0"><head>Situating presence within extended reality for teacher training 829</head><p>Sample Data were collected from 44 undergraduate students enrolled in an undergraduate educational technology course. Such a sample size is useful for Rasch modeling, used in this paper, and allows for item calibrations and/or person measures that are stable within 1 logit <ref type="bibr">(Linacre, 1994)</ref>. The majority of participants identified as white (90.9%) and female (63.6%), with 54.5% of the sample identifying explicitly as white female, 36.4% as white male, 6.8% as black female and one student (2.3%) as Latinx female. Participants ranged in age from 19 to 23 years of age (M = 20.31, SD = 0.96) and were at different academic ranks (Freshman = 2.3%, Sophomore = 29.5%, Junior = 56.8%, and Senior = 11.4%). The educational technology course participants were enrolled in is a requirement for various education-related majors and this is reflected in the diversity of participants' majors (see Table <ref type="table">1</ref>). Half of participants reported having used a virtual reality (VR) headset prior to the study (50.0%); most participants reported having viewed 360 photos (77.3%) while 59.1% had viewed 360 videos.</p></div>
<div xmlns="http://www.tei-c.org/ns/1.0"><head>Measures and data</head><p>In addition to demographics, data were collected from two primary sources: an adaptation of the Multimodal Presence Scale (MPS) for VR environments <ref type="bibr">(Makransky et al., 2017)</ref> and recorded video of participants' viewing experience with the 360 video. Although analysis of the adapted MPS is the primary focus in this paper, the analysis of the video recorded sessions was useful in providing additional validity evidence towards the adapted scale.</p><p>The XRPS is an adaption of the MPS initially created by <ref type="bibr">Makransky et al. (2017)</ref>. The MPS was designed to explore presence in virtual environments; it was informed by <ref type="bibr">Lee's (2004)</ref> theoretical framework about presence, which suggests the construct is distinguishable through physical, social and self-presence. <ref type="bibr">Makransky et al. (2017)</ref> used confirmatory factor analysis and item response theory to develop a validity argument for the MPS. The MPS includes 15 items (5 for each subscale) which ask for a Likert scale-type response (1 = completely disagree to 5 = strongly agree). Given <ref type="bibr">Makransky et al. (2017)</ref> strong psychometric analysis and theoretically driven approach to their constructs, we elected to adapt the MPS to the context of watching nonresponsive VR in the form of 360 video. Adapting the MPS into the XRPS involved several changes due to the specific focus on 360 videos as opposed to interactive VR settings. A total of 15 cognitive interviews were completed in order to revise its wording and structure <ref type="bibr">(Gandolfi, Ferdig, Kosko, 2020)</ref>. This cognitive testing mainly helped in eliminating unclear terms (eg, mixed reality embodiment or computer interface) and removing a redundant statement ("I felt to be emotionally attached to the persons and events during the 360 video"). Both changes made the scale more understandable and concise. The final version of XRPS included 29 items mirroring the initial MPS items but also adding additional statements addressing 360 videos and their main differences from artificial settings. Participants are asked to respond to the XRPS by evaluating the frequency they experienced each scale statement (from 1 or never to 5 or always).</p><p>To supplement the data collected from the XRPS, participants' 360 video viewing sessions were recorded. Prior to watching 360 video, participants were instructed to enable the record feature on the Oculus Go. After participation, videos were downloaded and named with participant IDs to link them to survey responses. A total of 33 videos were acquired from 44 participants. The remaining clips were not viable either due to a recording error on the part of the Oculus software (n = 1) or due to user error on the part of participants (n = 10; eg, user took the headset off mid-recording, did not begin the recording session properly, etc.). Videos were analyzed to examine participants' viewpoints and attention foci, with an emphasis of the second video watched (see procedures section).</p></div>
<div xmlns="http://www.tei-c.org/ns/1.0"><head>Procedures</head><p>Participants were all preservice teachers recruited via an undergraduate research pool hosted by the authors' university. After completing a brief demographic survey, participants were provided a brief overview of how to use the Oculus Go; a headset designed as an introductory device for VR. Specifically, participants were provided a reference sheet with color images illustrating the use of the controller, how to video record their session and how to access the two 360 videos they were to watch. Participants then put on the headsets, adjusted them to fit properly, placed headphones on and began screen recording and viewing of videos.</p><p>The first video lasted 2 min and 45 sec long. It served as a tutorial for how to watch 360 videos, attempting to engage viewers in turning their heads up, down, left and right to look at specific things in the tutorial. In the past, we found that many participants new to viewing 360 content with a VR headset would not look in different directions. Thus, this tutorial video was meant to teach participants that they could look around and not straight ahead (as if viewing a standard video). The second video was 6 min and 58 sec long and was content based. The recording was a video of a third-grade mathematics activity in which students engaged in informally learning about the Commutative Property of Multiplication. After viewing both videos, participants removed the headphones and headset and completed the XRPS.</p></div>
<div xmlns="http://www.tei-c.org/ns/1.0"><head>Analysis</head><p>Analysis focused on collecting and examining evidence towards a validity argument for the XRPS. The Standards for Educational and Psychological Testing (American Educational Research Association, American Psychological Association, &amp; National Council on Measurement in Education, 2014) suggests that an appropriate validity argument "integrates various strands of evidence" (p. 21). To validate the XRPS, we examined evidence related to test content, response processes, internal structure and generalization. Validity evidence for test content considers how well the survey items used in this study measure the construct of presence. Validity evidence for response processes refers to "the fit between the construct and the detailed nature of the performance or response actually engaged in by test takers" (American Educational Research British Journal of Educational Technology Vol 52 No 2 2021</p><p>Association, American Psychological Association, &amp; National Council on Measurement in Education, 2014, p. 15).</p><p>Primary sources of evidence for both test content and response processes included cognitive interviews, analysis of participants' viewing of a 360 video and analysis of the construct key map (CKM) produced from Rasch analysis of the survey. Validity evidence for internal structure refers to the degree to which "relationships among test items and test components conform to the construct" (p. 16). Here, we used Rasch principal components analysis (Rasch PCA) alongside fit statistics to examine whether the presence construct assessed was uni-or multidimensional. Validity evidence towards generalization focuses on how a measure can generalize to new contexts or situations. In this study, we used various indicators of reliability to examine the survey's internal consistency and estimated reliability with similar samples of respondents.</p><p>Rasch modeling was used, alongside classical test theory (CTT), to examine the psychometric properties of the presence scale. The Rasch approach focuses on modeling a person's ability, an item's difficulty and examining the relationship between the two <ref type="bibr">(Bond &amp; Fox, 2015)</ref>. Raw response data are logarithmically transformed to report two different logit-based statistics: a participant's ability is designated by the theta statistic, &#952;, while an item's difficulty is designated by the delta statistic, &#948; <ref type="bibr">(Bond &amp; Fox, 2015;</ref><ref type="bibr">Wang &amp; Wilson, 2005)</ref>. When applied to polytomous data, such as Likert responses used in the current study, the ordinal data are transformed such that a delta statistic is estimated for each Likert response to an item is given (Never, Rarely, Sometimes, Often and Always). Specifically, the data transformation converts the ordinal response data from Likert scales to continuous data. By consequence, a response of Never on one item may have a higher or lower score (delta statistic) than that of another item. Furthermore, while Likert scale items are often treated as having the same distance in magnitude from another (1 = Never, 2 = Rarely, 3 = Sometimes, 4 = Often and 5 = Always), modeling this data with a Rasch approach means that the differences between such responses will vary both within and between items. To assure that such conversions are reliable, Rasch modeling provides for various fit statistics (infit and outfit) for both the items and the individuals completing the survey. In addition to fit statistics, reliability is estimated for both items and persons, and a Wright Map is created to examine the relationship between the sample theta statistics and item delta statistics.</p><p>Following Rasch modeling of response data for the presence scale, we analyzed participants' recordings of their 360 video viewing experience. The analytic procedure adopted was based on counting the "twitches" for each video. With a twitch, the reference goes to a discontinuous change (to the left, right, up or down) in the participant's viewpoint. The assumption is that videos with less twitches would mean a more focused perspective and vice versa. Figure <ref type="figure">1</ref> illustrates the difference between a continuous gaze and a twitch (relying on 1-second-long time intervals) in the context of the video observed. It should be noted that twitches are often inevitable, also because of what may happen in the video itself (eg, the teacher pointing at someone or somebody out of scope); however, the hypothesis is that individuals with a more continuous viewpoint (with less twitches) in the 360 environment would feel more naturally involved and, therefore, more immersed. As such, their presence should be higher than individuals with videos characterized by many twitches. Such a focus is motivated by the concept of presence itself, defined by <ref type="bibr">Mestre (2005)</ref> as a "psychological state experienced as a consequence of focusing one's energy and attention on a coherent set of stimuli" (p. 2). Therefore, presence and focus are supposed to be strongly tied. This lens has been added to better understanding how presence is related to concrete behaviors within immersive virtual environments.</p></div>
<div xmlns="http://www.tei-c.org/ns/1.0"><head>Results</head></div>
<div xmlns="http://www.tei-c.org/ns/1.0"><head>Psychometric results</head><p>A Cronbach's alpha coefficient of .878 was calculated, suggesting sufficient internal reliability for the XRPS. However, Rasch provides more specific indicators of reliability by examining item and person reliability. The initial modeling of the XRPS was found to have sufficient item reliability (0.97), with a separation index of 5.38. This suggests that the XRPS can distinguish between items with lower and higher ratings. The XRPS was also found to have sufficient person reliability (0.87) with a separation index of 2.57. This suggests that the assessment is also able to distinguish between groups of people (ie, higher vs. lower sense of reported presence). Person fit statistics indicate an average mean square infit (MNSQ = 0.98, Z = -0.20), outfit (MNSQ = 1.00, Z = -0.10) close to the Rasch modeled expectations of 1 and standardized fit Z values near zero. This suggests that the variance in modeled fit scores is generally in the acceptable range.</p><p>Initial analysis of item fit statistics suggested four items demonstrated a large amount of variance: i3 (infit MNSQ = 1.45, outfit MNSQ = 1.56), i6 (infit MNSQ = 1.62, outfit MNSQ = 1.60), i10 (infit MNSQ = 1.56, outfit MNSQ = 2.08) and i25 (infit MNSQ = 1.45, outfit MNSQ = 1.44. Some of these items had demonstrated interpretability issues in cognitive interviewing sessions. For example, i25 currently reads: "I felt like my real body was affected by what was happening in the 360 video." However, it was originally worded as: "I felt like my viewpoint was an extension of my real body within the 360 video." Thus, in examining the wording of these items, it appeared that certain phrasings may have allowed for different interpretations than intended. Therefore, these items were removed and the model was rerun. Next, we examined the unidimensionality of the model through a Rasch PCA in which the factor analysis examines the standardized residuals of the Rasch modeled data. The Rasch PCA indicated that the measure explained 41.6% of the variance (36.5 of 62.5 units). The first contrast explained 6.9% of the variance with an eigenvalue of 4.29 and the second contrast explained 5.8% of the variance with an eigenvalue of 3.61. When eigenvalues are greater than 3 and the contrast explains more than 5% of the variance, further analysis of potential multidimensionality is warranted. Examination of the disattenuated correlations between the main construct and the potential construct indicated from the second contrast indicates it should be retained as part of the primary construct (r = 0.87). However, the disattenuated correlation between the main construct and that indicated from the first contrast was -1.00, suggesting a new and distinct construct. The items in the new construct, listed below, were all negatively worded but were reverse coded for the Rasch analysis. In essence, a higher rating of these items (without reverse-coding) correlated positively with a higher sense of presence. This suggested that the negatively worded items may, in fact, represent issues in the items' design rather than a new theoretically driven construct.</p><p>&#8226; I thought about what was happening around me, outside of the 360 experience (i1).</p><p>&#8226; I was aware of my surroundings, outside of the 360 experience (i2).</p><p>&#8226; I was unable to see what every student was doing in the classroom (i4).</p><p>&#8226; I did not feel like I was in the classroom (i10). Thus, a total of eight items were removed from the scale (Table <ref type="table">2</ref> contains the items and statistics of the final model; Appendix A in supporting information contains the final instrument).</p><p>Both person reliability (0.91) and item reliability (0.96) were found to be sufficient for the final Rasch model of the XRPS. Additionally, item infit (MNSQ = 1.00, Z = -0.20) and outfit (MNSQ = 0.99, Z = -0.20) and person infit (MNSQ = 1.01, Z = -0.10) and outfit (MNSQ = 0.99, Z = -0.10) were sufficient. At the item level, the majority of items were within the typically accepted range of .75-1.33. A subset of items did have infit statistics below 0.75, suggesting their fit is "too good to be true" (p. 53, <ref type="bibr">Bond &amp; Fox, 2015)</ref>. However, <ref type="bibr">Bond and Fox (2015)</ref> urge caution in attempting to remove items in an effort to clean up one's model. "Often the flaws in items that [have under or overfit] are too small to distort the measurement in any noticeable way" (p. 43). In contrast to the items that were removed earlier, examination of item wording and cognitive interview data did not indicate any cause for removal. Thus, all items presented in Table <ref type="table">2</ref> were retained.</p><p>Our next step was to examine the CKM, shown in Figure <ref type="figure">2</ref> and the Wright Map, shown in Figure <ref type="figure">3</ref>. These representations illustrate the relative weight of different ratings for specific items (0 = Never, 1 = Rarely, 2 = Sometimes, 3 = Often and 4 = Always), as well as the relative distribution of the sample in relation to these items. In examining this interplay, we conjecture that four stages of presence may be deduced from the data. Scores approximately -1.50 logits and below probabilistically rate i5, i17 and i18 as sometimes, and all other times with lower frequencies. This suggests individuals with such scores demonstrate a sense of withdrawn presence when viewing a 360 video. Scores ranging approximately between -1.50 and 0.00 logits were considered as a similar level of presence as watching a standard video. For example, an individual with a theta score of -0.50 may respond to i12 "I felt immersed in the lesson" with rarely, but rate i17 "I felt I was in a realistic educational setting" as often.</p><p>Scores approximately between 0.00 and 2.00 logits were considered as demonstrating presence of viewing something more than a video, but not fully immersed. For example, a participant with a theta score of 1.00 would likely rate i12 as often but would likely rate i28 "I felt emotionally influenced by what was happening in the 360 video" as rarely. Individuals with theta scores of 2.00 logits or higher appear to demonstrate a sense of mesmeric presence or a sense similar to "being there."</p><p>The Wright Map presented in Figure <ref type="figure">3</ref> corresponds with information presented in the CKM (Figure <ref type="figure">2</ref>), but with two components lending to further interpretation. First, items are presented at the question level rather than for each Likert response since this latter information is already provided in the CKM. As such, the Wright Map provides a summary view of how questions, in general, compare regarding the sense of presence measured. Second, the left-hand side of the figure illustrates the distribution of participants' theta statistics. The juxtaposition of this data allows for interpretation of whether the distribution of items and persons correspond. Examination of Figure <ref type="figure">3</ref> suggests that there is a large degree of correspondence except at the higher end of the scale. Thus, if we seek to better assess mesmeric presence, future studies should consider writing items to target this range of the scale. Situating presence within extended reality for teacher training 837</p></div>
<div xmlns="http://www.tei-c.org/ns/1.0"><head>Video analysis results</head><p>For the video analysis, 33 full videos were successfully recorded by the participants. The correlation between XRPS scores and number of twitches was calculated with a Pearson correlation coefficient (r). The range of the number of twitches varied from 4 to 25 (M = 11.45; SD = 5.65). The correlation between participants' XRPS Rasch scores and number of twitches was found to be statistically significant with a strong negative coefficient (r = -0.72, p &lt; .001). A post hoc power analysis of the correlation coefficient, using an alpha level of .05, yielded a statistical power of 0.99. The relationship is illustrated in the scatterplot provided in Figure <ref type="figure">4</ref>. The illustrated relationship, along with the correlation coefficient, suggests that a higher sense of presence is associated with a more continuous gaze, while a participant's more frequent shifts in field of view is associated with a lower sense of presence.</p></div>
<div xmlns="http://www.tei-c.org/ns/1.0"><head>Discussion</head><p>Results presented in this paper provide several pieces of evidence supporting the validity of the XRPS. First, evidence from participant responses in cognitive interviews <ref type="bibr">(Gandolfi et al., 2020)</ref> combined with examination of the CKM (see Figure <ref type="figure">2</ref>) and analysis of twitches in video viewing suggest that the XRPS items measure the construct of presence (test content) and that participants' actions align with their XRPS scores (response processes). Second, psychometric analysis using a Rasch modeling approach suggests the XRPS demonstrates evidence towards unidimensionality (internal structure) as well as person and item reliability (generalization). Finally, the distribution of item and person scores illustrated in Figure <ref type="figure">3</ref> provides evidence towards a continuous scale ranging from a sense of withdrawn presence (lower) to mesmeric presence (higher) when viewing 360 videos.</p><p>In reviewing the wording of items and their placement on the CKM (Figure <ref type="figure">2</ref>), it appears that both a sense of agency and emotional attachment operate as features of increased presence. In contrast, items at the lower range of the scale tend to focus on the intermediation between the user and 360 video. Stated differently, a rating of often on certain statements on the lower range of the CKM (eg, "I was able to see everything in the classroom") held a similar indication of presence as a rating of rarely for statements on the higher range of the CKM (eg, "I felt that my actions could affect what was happening in the classroom"). Thus, certain items, and the characteristics of presence they embody, are better indicators of different ways participants may perceive the construct.</p><p>Referring to the literature, the transition from withdrawn to mesmeric presence is what differentiates VR and immersive VR--the feeling of being there and forgetting the mediating technology (in this case, the headset and the 360 video itself) <ref type="bibr">(Ferdig et al., 2018;</ref><ref type="bibr">Freina &amp; Ott, 2015)</ref>. In contrast, with a lower sense of presence, these constraints seem to be perceived. Participants saw the 360 experience as just a video outside of their presence. This outcome expands the scope of the study beyond the mere validation of XRPS, suggesting empirically based understandings of presence that can be considered and tested in additional studies and with different types of immersive technologies and environments.</p><p>Results presented in this paper suggest participants' perceived emotional relatedness and sense of agency were indicators of higher levels of presence rather than lower. Such a finding is supported by the literature about immersion and virtual environments. Emotions can play a relevant role in immersing users and improve media experiences because they supposedly imply a full involvement of the user <ref type="bibr">(Allcoat &amp; von M&#252;hlenen, 2018;</ref><ref type="bibr">Ba&#241;os et al., 2004;</ref><ref type="bibr">Mar&#237;n-Morales et al., 2018)</ref>. Agency is an additional component that refers to the perceived ability to act meaningfully in a given environment and/or simulation <ref type="bibr">(Nardi, 2015)</ref>. It has been often associated with engagement in VR settings <ref type="bibr">(Calleja, 2011;</ref><ref type="bibr">Guadagno, Blascovich, Bailenson, &amp; McCall, 2007)</ref> and especially with immersive technologies <ref type="bibr">(Freude, Re&#223;ing, M&#252;ller, Niehaves, &amp; Knop, 2020</ref>; British Journal of Educational Technology Vol 52 No 2 2021 <ref type="bibr">Kong, He, &amp; Wei, 2017)</ref>. It is worth noting that agency is relevant even in experiencing 360 videos, which are often described as less interactive than artificial settings (ie, responsive vs. non-responsive VR).</p><p>The video analysis provided important findings regarding how a sense of presence interacts with physical behaviors. In this study, there was a negative correlation between the numbers of twitches and higher presence scores (as determined by XRPS scores). One potential explanation for this finding is that continuous gaze movements imply a higher degree of focus, or attention, which corresponds with a sense of being there. Recent eye-tracking research provides empirical support for this conjecture. When viewing video of classroom practice, novice teachers' eye movements are more haphazard while attempting to focus on multiple features. In contrast, experienced teachers tend to focus on select students (van den <ref type="bibr">Bogert et al., 2014;</ref><ref type="bibr">Dessus et al., 2016)</ref>.</p><p>Results presented in this paper may extend research findings from eye-tracking studies addressing focus, attentiveness and presence.</p><p>It is possible that this twitching was an attempt to cover all 360 degrees at the same time (or at least as much as possible). So, moreover, engaged presence becomes a matter of media transparency (ie, forgetting the interface, therefore, forgetting that it is just a video and focusing on what is happening, etc.). In contrast, a lower sense of presence may entail a distance and need for control over the technology itself. In other words, presence could be related to the concept of flow <ref type="bibr">(Nakamura &amp; Csikszentmihalyi, 2009)</ref>, while withdrawn presence implies a disconnection between the user and lesson because of the medium used <ref type="bibr">(Aydin, Woge, &amp; Verbeek, 2019)</ref>.</p><p>Looking at the videos and related XRPS scores, it seems that a higher sense of presence corresponds with more focus and attention, while a lower sense of presence suggests a supervision anxiety that weakens the ability to focus on what matters. This outcome sets the stage for additional inquiries focusing on how presence deals with actions in immersive environments, which is an overlooked aspect in the current literature.</p></div>
<div xmlns="http://www.tei-c.org/ns/1.0"><head>Limitations</head><p>The study presents four main limitations. First, the concept of presence is multi-faceted and can be influenced by additional variables not considered in the present analysis. Those variables could include participants' attitudes towards 360 or their previous experience with the technology. It might also be related to the design of videos watched. Second, our focus was on 360 videos planned for training future educators. Therefore, findings need to be contextualized within this area, from participants' experience (preservice teachers enrolled in an US university) to content observed (a third-grade mathematics activity). Third, immersive technologies keep changing and evolving. The concepts of immersion and presence themselves are dynamic and subject to change along with their perception by users. Therefore, these findings need to be tested and stressed recursively with new devices and media experiences related to 360 videos for preservice teachers and beyond. Fourth, participants' performance (eg, in terms of noticing) during the observation was not considered in the present study, which sought to validate the XRPS. Future research could build upon these limitations, from focusing on new technologies and training contexts to considering variables important to teacher training like reflection and noticing.</p></div>
<div xmlns="http://www.tei-c.org/ns/1.0"><head>Conclusion</head><p>The purpose of this study was to validate an instrument aimed at exploring presence in 360 videos. The XRPS was adapted from the MPS for VR environments <ref type="bibr">(Makransky et al., 2017)</ref>. This study provided evidence of the XRPS as a valid and reliable instrument for measuring presence when participants engage with 360 videos. As such, it provides a baseline for future studies</p></div><note xmlns="http://www.tei-c.org/ns/1.0" place="foot" xml:id="foot_0"><p>Figure 1: Image intervals from students with continual gaze versus those who jumped around the view [Colour figure can be viewed at wileyonlinelibrary.com]</p></note>
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