![]() Results demonstrated that the three groups that included embodiment learned significantly more than the symbols and text group on the traditional keyboard post-test. The last two conditions were active because the on-screen content could be manipulated with gross body gestures gathered via the Kinect sensor. ![]() The 166 participants were randomly assigned to four conditions: (1) symbols and text (2) low embodied (3) high embodied/active or (4) high embodied/active with narrative. Two types of tests were administered: (1) a traditional text-based physics test answered with a keyboard and (2) a more embodied, transfer test using the Wacom large tablet where learners could use gestures (long swipes) to create vectors and answers. The three manipulated variables were: (1) level of embodiment (2) level of active generativity and (3) presence of story narrative. The study assessed which variables predicted learning gains after a 1-h lesson on the electric field. A mixed design was created using text and game-like multimedia to instruct in the content of physics. ![]()
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