The XRPS shows sufficient Rasch-based validity and reliability evidence for measuring presence in immersive 360-degree videos of gaming environments¶
Claim · All claims
Evidence · 1 study · causalr1·q3
Currency · newest study 2026 · not yet checked against its sources · not reviewed by a person
Design limits · Gandolfi 2026: no comparison group (read from the study by two models, 2026-10-29)
Subclaims¶
Reading the evidence codes
q is the design tier, i the impact, n the sample, and the kind with its r
the rigour judged within that kind: what each code means.
This claim: no standardized effect is recorded in observations/ for it yet, so no benchmark reading is possible.
q3 i? Rasch analysis with 91 pre-service teachers supported the unidimensionality, reliability, and validity of the XRPS subscales (emotional connectivity, co-presence, awareness of self) in the Minecraft.edu 360-video context. → Gandolfi 2026
Evidence¶
Gandolfi 2026¶
Gandolfi, E., Soyturk, I., Kosko, K. W., Ferdig, R. E., & Clements, R. (2026). Measuring presence in virtual world teacher education: validation of the eXtended Reality Presence Scale. Education Tech Research Dev. https://doi.org/10.1007/s11423-026-10619-w
q3 · i? · causal · r1
Rasch (polytomous model, Winsteps) analysis of XRPS responses from 91 pre-service teachers after viewing a Minecraft.edu 360 video; the article reports "robust evidence for the reliability and validity of the scale" in this sample, with subscale eigenvalues, reliabilities, and fit statistics in the Results.
"all the results together on the Rasch Analysis provided robust evidence for the reliability and validity of the scale to use in the current sample"
Discussion¶
Related Claims¶
- Participants noticed more pivotal moments after the Minecraft.edu video than after the real-classroom video, especially student-driven moments — related
- Presence in the Minecraft.edu 360 video is strongly negatively correlated with field-of-view twitches, a proxy for visual attention — related
- ARPS is a valid and reliable instrument for measuring presence in AR environments per Rasch analysis — related
- Immersive lessons show a small effect size advantage over less immersive technology, but increased presence does not necessarily lead to more learning — related
Page metadata
| Field | Value |
|---|---|
type |
claim |
id |
xrps-valid-gaming-environment-360-videos |
title |
The XRPS shows sufficient Rasch-based validity and reliability evidence for measuring presence in immersive 360-degree videos of gaming environments |
description |
The XRPS shows sufficient Rasch-based validity and reliability evidence for measuring presence in immersive 360-degree videos of gaming environments |
status |
review |
evidence_strength |
moderate |
newest_evidence |
2026 |
generated |
by process:wiki-ingest on 2026-10-29 |
trust |
unverified — no one has confirmed this page's content |
sources |
1 — gandolfi-2026 |
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