The four dimensions together provide a framework for a consideration of both existing and
future educational games and simulations, and may also be applied to other forms of e-content
where immersive spaces are used The four
dimensions should not be considered as separate but rather reveal the significance of how each
dimension relates and maps to each other to produce, support or inhibit the particular learner
or learner group’s experience. This is, perhaps, best elaborated by reference to Activity Theory
Like many contemporary models of learning with technology, there is a close relationship
between this framework and the systems of Activity Theory. While Fig. 1 is presented as
an iterative cycle – intended to reflect the planning practices of practitioners and to encourage a
systematic approach to structuring judgements – as a framework it could be mapped onto the
familiar triangular representations of an activity system, see: Fig. 2. Here, the modes of representations
become tools; the learner specification maps to the subject; the pedagogic approach maps