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Journal ArticleDOI

Emboldened by Embodiment Six Precepts for Research on Embodied Learning and Mixed Reality

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TLDR
In this paper, the authors describe an emerging paradigm of educational research that pairs theories of embodied learning with a class of immersive technologies referred to as mixed reality (MR), where, for example, students can use their bodies to simulate an orbit around a virtual planet.
Abstract
The authors describe an emerging paradigm of educational research that pairs theories of embodied learning with a class of immersive technologies referred to as mixed reality (MR). MR environments merge the digital with the physical, where, for example, students can use their bodies to simulate an orbit around a virtual planet. Recent research supports the idea that body activity can be an important catalyst for generating learning, and new technologies are being developed that use natural human physicality and gesture as input. However, existing research on embodied learning technologies has been disparate, driven largely by specific technical innovations and constraints, and often lacking a clear focus on establishing their efficacy in educational contexts. On the basis of the unique characteristics of these technologies and on their own experiences conducting research in this area, the authors put forth six precepts for embodied learning technology researchers that pertain to the rationale, design, and...

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Citations
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Advantages and challenges associated with augmented reality for education: A systematic review of the literature

TL;DR: In this article, a systematic review of the literature on augmented reality (AR) used in educational settings is presented, considering factors such as publication year, learner type (e.g., K-12, higher education, and adult), technologies in AR, and the advantages and challenges of using AR in educational setting.
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Enhancing learning and engagement through embodied interaction within a mixed reality simulation

TL;DR: Results of the study indicate that enacting concepts and experiencing critical ideas in physics through whole-body activity leads to significant learning gains, higher levels of engagement, and more positive attitudes towards science.
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Physical Experience Enhances Science Learning

TL;DR: The physical experience, a brief exposure to forces associated with angular momentum, significantly improved quiz scores and was explained by activation of sensorimotor brain regions when students later reasoned about angular momentum.
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Immersive VR and Education: Embodied Design Principles That Include Gesture and Hand Controls

TL;DR: The primary focus of this article is on the embodiment afforded by gesture in 3D for learning, and the new generation of hand controllers induces embodiment and agency via meaningful and congruent movements with the content to be learned.
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An Embedded and Embodied Cognition Review of Instructional Manipulatives

TL;DR: The authors argued that perceptual and interactive richness may provide opportunities for alleviating cognitive load, and that transfer of learning is not reliant on decontextualized knowledge but may draw on previous sensorimotor experiences of the kind afforded by perceptual or interactive richness of manipulatives.
References
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Journal ArticleDOI

The power of simulation: imagining one's own and other's behavior.

TL;DR: Findings support the view that social cognition draws on both domain-general mechanisms and domain-specific embodied representations, and it will be argued that self-awareness and agency, mediated by the temporoparietal (TPJ) area and the prefrontal cortex, are critical aspects of the social mind.
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Physical and Virtual Laboratories in Science and Engineering Education

TL;DR: A selection of the literature is reviewed to contrast the value of physical and virtual investigations and to offer recommendations for combining the two to strengthen science learning.
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Virtual reality and mixed reality for virtual learning environments

TL;DR: Education uses of virtual learning environment concerned with issues of learning, training and entertainment show that VLE can be means of enhancing, motivating and stimulating learners' understanding of certain events, especially those for which the traditional notion of instructional learning have proven inappropriate or difficult.
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Mad City Mystery: Developing Scientific Argumentation Skills with a Place-based Augmented Reality Game on Handheld Computers

TL;DR: Whether augmented reality games on handhelds can be used to engage students in scientific thinking (particularly argumentation), how game structures affect students’ thinking, the impact of role playing on learning, and the role of the physical environment in shaping learning are investigated.
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