12,443 research outputs found
Multisensory Perception and Learning: Linking Pedagogy, Psychophysics, and Human–Computer Interaction
In this review, we discuss how specific sensory channels can mediate the learning of properties of the environment. In recent years, schools have increasingly been using multisensory technology for teaching. However, it still needs to be sufficiently grounded in neuroscientific and pedagogical evidence. Researchers have recently renewed understanding around the role of communication between sensory modalities during development. In the current review, we outline four principles that will aid technological development based on theoretical models of multisensory development and embodiment to foster in-depth, perceptual, and conceptual learning of mathematics. We also discuss how a multidisciplinary approach offers a unique contribution to development of new practical solutions for learning in school. Scientists, engineers, and pedagogical experts offer their interdisciplinary points of view on this topic. At the end of the review, we present our results, showing that one can use multiple sensory inputs and sensorimotor associations in multisensory technology to improve the discrimination of angles, but also possibly for educational purposes. Finally, we present an application, the ‘RobotAngle’ developed for primary (i.e., elementary) school children, which uses sounds and body movements to learn about angles
The Design And Evaluation Of A Video Game To Help Train Perspective-taking And Empathy In Children With Autism Spectrum Disorder
This paper discusses the design, implementation, and evaluation of a serious game intended to reinforce applied behavior analysis (ABA) techniques used with children with autism spectrum disorder (ASD) by providing a low cost and easily accessible supplement to traditional methods. Past and recent research strongly supports the use of computer assisted instruction in the education of individuals with ASD (Moore & Calvert, 2000; Noor, Shahbodin, & Pee, 2012). Computer games have been shown to boost confidence and provide calming mechanisms (Griffiths, 2003) while being a safe environment for social exploration and learning (Moore, Cheng, McGrath, & Powell, 2005). Games increase children\u27s motivation and thus increase the rate of learning in computer mediated environments (Moore & Calvert, 2000). Furthermore, children with ASD are able to understand basic emotions and facial expressions in avatars more easily than in real-world interactions (Moore, Cheng, McGrath, & Powell, 2005). Perspective-taking (also known as role-taking) has been shown to be a crucial component and antecedent to empathy (Gomez-Becerra, Martin, Chavez-Brown, & Greer, 2007; Peng, Lee, & Heeter, 2010). Though symptoms vary across children with ASD, perspective-taking and empathy are abilities that have been shown to be limited across a wide spectrum of individuals with ASD and Asperger\u27s disorder (Gomez-Becerra, Martin, Chavez-Brown, & Greer, 2007). A game called WUBeeS was developed to aid young children with ASD in perspective taking and empathy by placing the player in the role of a caregiver to a virtual avatar. It is hypothesized that through the playing of this game over a series of trials, children with ASD will show an iv increase in the ability to discriminate emotions, provide appropriate responses to basic needs (e.g. feeding the avatar when it is hungry), and be able to communicate more clearly about emotions
"Everyone learns and everyone teaches everyone else" : family learning and teaching : a thesis presented in partial fulfillment of the requirements for the degree of Master of Education (Adult Education), Massey University, Palmerston North, New Zealand
This thesis explores family learning and teaching by constructing a picture of families as learning communities. Making visible family learning and teaching is necessary as the everyday practices of families are seldom recognized, acknowledged and valued for their role in developing people's ability as learners and teachers. Families and parents are named the 'first educators' of children without significant attention being paid to the nature of family learning and teaching. How family learning and teaching contributes to the growth and development of the adults in the family also receives little attention, possibly because of a focus for adult learning on the gaining of qualifications and credentials for employment. Within Aotearoa/New Zealand the growth and development of citizens is divided into the public domain of institutions, and the private domain of families. Learning and teaching development is assigned to educational institutions and the role of families is considered to be mainly about care and socialization. Study and research of family learning and teaching can compliment the body of work on learning and teaching within Aotearoa/New Zealand which is dominated by interest in formal institutional education. There is a growing emphasis on the need for collaboration between school, family and community to ensure educational achievement. A greater understanding of family learning and teaching capability and potential can enhance the quality of the relationship with families as they come to be seen as more than assistants to schools. Recognizing the uniqueness of families as a place of learning can enable a shift towards a strengths based view of families and valuing their contribution to building our societies ability to progress in a world focused on knowledge and information. Initial information gifted and gathered for the first phase of the research project, Learning and teaching within families with children: conversations with some Playcentre families, is used to make visible family learning and teaching. This information provides evidence of how families describe their engagement in learning and teaching. Identification of families as learning communities is made using Etienne Wenger's work on communities of practice. I show how these families are groups of people who share a passion for learning and teaching. Relationships, interactions and experiences within their families intentionally support their growth as learners and teachers
Landscapes of Affective Interaction: Young Children's Enactive Engagement with Body Metaphors
Empirical research into embodied meaning making suggests specific
sensorimotor experiences can support children’s understanding of abstract
science ideas. This view is aligned with enactive and grounded cognition
perspectives, both centred in the view that our ability to conceptualise emerges
from our experiences of interaction with our environment. While much of this
research has focused on understanding action and action processes in
individual children or children in pairs, less attention has been paid to affective
dimensions of young children’s group interaction, and how this relates to
meaning making with body metaphors. Indeed, Gallagher describes how no
action exists in a vacuum, but rather revolves around a complex web of
affective-pragmatic features comprising a ‘Landscape of Interaction’ (2020,
p.42).
This research project addresses gaps in research in understanding young
children’s affective engagement from an enactivist cognition perspective. It
takes a Design-Based Research approach with an iterative design orientation
to examine young children’s interaction with multisensory body-based
metaphors through an embodied participation framework. A series of empirical
studies with young children, aged 2-7 years, comprising of experiential
workshops, build iteratively upon each other. A novel theoretically informed
method, Affective Imagination in Motion, is developed involving several
purpose-built multisensory body metaphors prompts to enable access to
dimensions of young children’s affective engagement.
This research makes theoretical and methodological contributions. It extends
the theoretical notion of ‘affect’ from enactive and grounded cognition
perspectives through identifying key interactive processes in young children’s
engagement with multisensory action metaphors. In addition, the novel
method offers a contribution as a way of ‘looking’ at affect within a group
situation from affective-pragmatic and social embodiment perspectives.
Finally, the research contributes to embodied learning design frameworks
offering a guideline for designers wishing to inform their work from enactive
cognition perspective
Sensitivity analysis in a scoping review on police accountability : assessing the feasibility of reporting criteria in mixed studies reviews
In this paper, we report on the findings of a sensitivity analysis that was carried out within a previously conducted scoping review, hoping to contribute to the ongoing debate about how to assess the quality of research in mixed methods reviews. Previous sensitivity analyses mainly concluded that the exclusion of inadequately reported or lower quality studies did not have a significant effect on the results of the synthesis. In this study, we conducted a sensitivity analysis on the basis of reporting criteria with the aims of analysing its impact on the synthesis results and assessing its feasibility. Contrary to some previous studies, our analysis showed that the exclusion of inadequately reported studies had an impact on the results of the thematic synthesis. Initially, we also sought to propose a refinement of reporting criteria based on the literature and our own experiences. In this way, we aimed to facilitate the assessment of reporting criteria and enhance its consistency. However, based on the results of our sensitivity analysis, we opted not to make such a refinement since many publications included in this analysis did not sufficiently report on the methodology. As such, a refinement would not be useful considering that researchers would be unable to assess these (sub-)criteria
Towards a framework for investigating tangible environments for learning
External representations have been shown to play a key role in mediating cognition. Tangible environments offer the opportunity for novel representational formats and combinations, potentially increasing representational power for supporting learning. However, we currently know little about the specific learning benefits of tangible environments, and have no established framework within which to analyse the ways that external representations work in tangible environments to support learning. Taking external representation as the central focus, this paper proposes a framework for investigating the effect of tangible technologies on interaction and cognition. Key artefact-action-representation relationships are identified, and classified to form a structure for investigating the differential cognitive effects of these features. An example scenario from our current research is presented to illustrate how the framework can be used as a method for investigating the effectiveness of differential designs for supporting science learning
Metaphors of the child's mind : teaching philosophy to young children
SIGLEAvailable from British Library Document Supply Centre-DSC:DXN026601 / BLDSC - British Library Document Supply CentreGBUnited Kingdo
- …