24 research outputs found

    Making the body tangible: Elementary geometry learning through VR

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    Given increasing evidence of the importance of sensorimotor experience and meaningful movement in geometry learning and spatial thinking, the potential of digital designs to foster specific movements in mathematical learning is promising. This article reports a study with elementary children engaging with a learning environment designed to support meaningful mathematical movement through the use of two shared, but alternative, representations around Cartesian co-ordinates: a 3D immersive virtual environment, where one child collects flowers from target co-ordinates selected by another child using a 2D visual representation of the virtual garden and person location in space. In this design, the body becomes a ‘tangible’ resource for thinking, learning and joint activity, through bodily experience, and where body movement, position and orientation are made visible to collaborators. A qualitative, multimodal analysis examining collaborative interaction among twenty-one children 8–9 years old shows ways in which the ‘body’ became an instrument for children’s thinking through, and reasoning about, finding positions in space and movement in relation to Cartesian co-ordinates. In particular, it shows how the use of different representations (tangible and visual 2D screen-based) situated the meaning-making process in a space where children, using their bodies, crafted connections between the different representations and used transcending objects to facilitate an integration of the different perspectives

    Non-visual Virtual Reality: Considerations for the Pedagogical Design of Embodied Mathematical Experiences for Visually Impaired Children

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    Digital developments that foreground the sensory body and movement interaction offer new ways of engaging with mathematical ideas. Theories of embodied cognition argue for the important role of sensorimotor interaction in underpinning cognition. For visually impaired children this is particularly promising, since it provides opportunities for grounding mathematical ideas in bodily experience. The use of iVR technologies for visually impaired children is not immediately evident, given the central role of vision in immersive virtual worlds. This paper presents an iterative, design-based case study with visually impaired children to inform the pedagogical design of embodied learning experiences in iVR. Drawing from embodied pedagogy, it explores the process of implementing a classroom-based non-visual VR experience, designed to give visually impaired children an embodied experience of position in terms of Cartesian co-ordinates as they move around a virtual space. Video recordings of interaction combined with feedback from teachers and children contribute to knowledge of iVR learning applications in formal settings by discerning three types of pedagogical practices: creation of a performance space introduction of performative actions and action connected diverse perspectives

    Making sense of digitally remediated touch in virtual reality experiences

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    Touch, often called the ‘first sense’, is fundamental to how we experience and know ourselves, others and the world. Increasingly, touch is being brought into the digital landscape. This paper explores this shifting landscape to understand the ways in which touch is re-mediated in the context of virtual reality. With attention to the sensoriality and sociality of touch, it asks what ‘counts’ as touch in VR, how is touch experienced and how is it incorporated into meaning making. We present and discuss findings from a multimodal and multisensory study of 16 participants interacting in two VR experiences to describe: the participants’ material encounters with the virtual through a focus on touch practices, expectations and norms; the ways in which participants made meaning of (and with) virtual touch through their dynamic selection and orchestration of the range of semiotic and experiential resources available; and how these virtual touch experiences translated into discourses of touch in VR to emphasize continuities and change between the past, present and futures. The paper comments on the methodological challenges of researching touch in the emergent landscape of VR and asks how multimodality might engage newly with touch, perhaps the most under-rated and neglected of modes and senses, and its digital remediation

    Taking an Extended Embodied Perspective of Touch: Connection-Disconnection in iVR

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    Bringing touch into VR experiences through haptics is considered increasingly important for user engagement and fostering feelings of presence and immersion, yet few qualitative studies have explored users' iVR touch experiences. This paper takes an embodied approach–bringing attention to the tactile-kinaesthetic body–to explore users' wholistic experiences of touch in iVR, moving beyond the cutaneous and tactile elements of “feeling” to elaborate upon themes of movement and kinetics. Our findings show how both touch connections and disconnections emerged though material forms of tactility (the controller, body positioning, tactile expectations) and through “felt proximities” and the tactile-kinaesthetic experience thus shaping the sense of presence. The analysis shows three key factors that influence connection and disconnection, and how connection is re-navigated or sought at moments of experienced disconnection: a sense of control or agency; identity; and bridging between the material and virtual. This extended notion of touch deepens our understanding of its role in feelings of presence by providing insight into a range of factors related to notions of touch – both physical and virtual–that come into play in creating a sense of connection or presence (e.g., histories, expectations), and highlights the potential for iVR interaction to attend to the body beyond the hands in terms of touch

    Children challenging the design of half-baked games: Expressing values through the process of game modding

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    In this paper we look at the potential educational value of placing children in a dual role of identifying and changing rules and values embedded in digital games by hacking them. Children’s participation in the design of learning technologies is a difficult challenge to address, due to limitations in children’s domain-knowledge around which these technologies are developed. Their role in the design process is thus usually limited to that of a user or tester. In this paper we discuss the role of children as “hackers” of what we call ‘half-baked’ games. By hacking a pedagogically engineered half-baked game in order to improve or change it, children are expected to challenge the values, the mechanics and the rules of a fully functioning, but faulty, or inappropriate game originally designed to provoke students to modify it. This discussion uses an example of children modding such a game provocatively called ‘PerfectVille’, which was specially designed to raise problems around the issue of urban sustainability. The game itself was designed with the use of a GIS rule-based authoring tool for game design called ‘sus-x’. The children grappled with both value-laden issues and concepts embedded in the tool they used. The issue of taking children’s values into account but also of helping them to build understandings of wider contested societal values can be addressed by studying the process by which children design and change games affording such experiences. It also illuminated their own perspective and values, which they embedded in the games

    Informing the design of a multisensory learning environment for elementary mathematics learning

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    It is well known that primary school children may face difficulties in acquiring mathematical competence, possibly because teaching is generally based on formal lessons with little opportunity to exploit more multisensory-based activities within the classroom. To overcome such difficulties, we report here the exemplary design of a novel multisensory learning environment for teaching mathematical concepts based on meaningful inputs from elementary school teachers. First, we developed and administered a questionnaire to 101 teachers asking them to rate based on their experience the learning difficulty for specific arithmetical and geometrical concepts encountered by elementary school children. Additionally, the questionnaire investigated the feasibility to use multisensory information to teach mathematical concepts. Results show that challenging concepts differ depending on children school level, thus providing a guidance to improve teaching strategies and the design of new and emerging learning technologies accordingly. Second, we obtained specific and practical design inputs with workshops involving elementary school teachers and children. Altogether, these findings are used to inform the design of emerging multimodal technological applications, that take advantage not only of vision but also of other sensory modalities. In the present work, we describe in detail one exemplary multisensory environment design based on the questionnaire results and design ideas from the workshops: the Space Shapes game, which exploits visual and haptic/proprioceptive sensory information to support mental rotation, 2D–3D transformation and percentages. Corroborating research evidence in neuroscience and pedagogy, our work presents a functional approach to develop novel multimodal user interfaces to improve education in the classroom

    Hanging Pictures or Searching the Web: Informing the Design of a Decision-Making System that Empowers Teachers to Appropriate Educational Resources to Their School’s Infrastructure

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    In this paper, we report work in designing a decision-making system that aims to support teachers in appropriating to their practice innovative scenarios that employ uses of information and communication technologies (ICT) in teaching and learning. To this end, we break down educational scenarios into micro-activities, and connect them to required and alternative infrastructure. We argue that micro-activities is a unit of analysis of educational scenarios that is compatible with the role of teachers as designers who select, decompose, combine, enact and revise different pieces of resources. This paper offers a reflective viewpoint on integrating ICT in existing scenarios and investigates how teaching objectives make use, or not, of the potential of digital technologies

    Exploring how children interact with 3D shapes using haptic technologies

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    Haptic devices have the potential to enhance the learning experience by foregrounding embodied, sensory and multi-modal elements of learning topics. In this paper, we report on-going work investigating a game prototype with haptic feedback for seven year old children's engagement with geometrical concepts as part of an iterative design study. Our findings include a new game play mode adopted by the children, that empowers the use of haptic feedback in game play and has the potential to enable the enactment of shape properties in the game play process

    Embedding digital technologies in the school practice: Schools as agents of technology integration

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    Whilst digital education is becoming a reality for schools there is a role for CCI research to move beyond researcher-led school engagements to other types of research that support schools and their staff to lead on the appropriation of digital technologies. One way to advance our understanding of this issue is to examine and consolidate reflections from cases of school technology appropriation. This half-day workshop seeks to capture the enabling practices as well as those that posed barriers within the school. The work will be oriented to further identify necessary changes at different levels: e.g., the organizational level (school), the level of the practitioners (teachers) the level the school community. The mind-set of all the involved actors will also be explored aiming to identify the structures and mechanisms that can support a culture of participation and of collective responsibility by including also students and their families in the process of technology integration and appropriation. Note: This workshop is offered in conjunction with "For the Long Run: Promoting Sustainable Use of Learning Technologies in Schools"to form a full day workshop exploring both the technical characteristics and the contextual factors of sustainable integration of learning technologies in schools

    What we learn when designing with marginalised children

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    Designing with marginalised children often produces detailed insights about their lives and communities. Whilst it is possible to extract methodological and artefact-centred knowledge from existing design cases, it can be difficult to utilise and build on some of the more complex and multifaceted issues that these generate, for instance, how researcher decisions inform design outcomes. In this workshop, we invite researchers to reflect on the insights design case studies with marginalized children offer to the larger Children-Computer Interaction (CCI) community. Our goals are to reflect on what kinds of insights are generated; what we as design researchers and practitioners would have wanted to know prior to undertaking such work, and; to identify ways of communicating these insights
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