Exploring Emergent Features of Student Interaction within an Embodied Science Learning Simulation

Jina Kang, Robb Lindgren, James Planey

Research output: Contribution to journalArticlepeer-review

Abstract

Theories of embodied cognition argue that human processes of thinking and reasoning are deeply connected with the actions and perceptions of the body. Recent research suggests that these theories can be successfully applied to the design of learning environments, and new technologies enable multimodal platforms that respond to students’ natural physical activity such as their gestures. This study examines how students engaged with an embodied mixed-reality science learning simulation using advanced gesture recognition techniques to support full-body interaction. The simulation environment acts as a communication platform for students to articulate their understanding of non-linear growth within different science contexts. In particular, this study investigates the different multimodal interaction metrics that were generated as students attempted to make sense of cross-cutting science concepts through using a personalized gesture scheme. Starting with video recordings of students’ full-body gestures, we examined the relationship between these embodied expressions and their subsequent success reasoning about non-linear growth. We report the patterns that we identified, and explicate our findings by detailing a few insightful cases of student interactions. Implications for the design of multimodal interaction technologies and the metrics that were used to investigate different types of students’ interactions while learning are discussed.

Original languageEnglish (US)
Article number39
Number of pages20
JournalMultimodal Technologies and Interaction
Volume2
Issue number3
DOIs
StatePublished - Sep 2018

Keywords

  • Embodied learning
  • Multimodal interaction metrics
  • Multimodal learning environments
  • Science education simulations

ASJC Scopus subject areas

  • Computer Networks and Communications
  • Computer Science Applications
  • Human-Computer Interaction
  • Neuroscience (miscellaneous)

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