Exploring the Impact of Multimodal Adaptive Learning with Tangible Interaction on Learning Motivation
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Date
12/15/2020
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Journal Title
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Volume Title
Type
Article
Publisher
Institute of Electrical and Electronics Engineers Inc.
Series Info
Proceedings of ICCES 2020 - 2020 15th International Conference on Computer Engineering and Systems 15 December 2020, Article number 9334588 15th International Conference on Computer Engineering and Systems, ICCES 2020;Virtual, Cairo; Egypt;;15 December 2020 through 16 December 2020; Category numberCFP2054A-ART; Code 166892
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Abstract
Embodied learning defines a contemporary pedagogical theory focusing on ensuring an interactive learning experience through full-body movement. Within this pedagogy, several studies in Human-Computer Interaction have been conducted, incorporating gestures, and physical interaction in different learning fields. This paper presents the design of a multimodal and adaptive space for embodied learning. The main aim is to give students the possibility to use gestures, body movement, and tangible interaction while interacting with adaptive learning content projected on the wall and the floor. Thus, this study aims to explore how tangible interaction, as a form of implementing embodied learning, can impact the motivation of students to learn compared to tablet-based learning. Eighteen primary school students aged nine and ten years old participated in the study. The average percentages of answers on the Questionnaire on Current Motivation (QCM) pointed out a higher motivation among students learning via tangible objects. Results revealed a positive score for the Interest of learning abstract concepts using a tangible approach with a mean score of 4.78, compared to 3.77 while learning via a tablet. Furthermore, Success and Challenge measures, with a mean score of 4.67 and 4.56 indicate that physical interaction via tangible objects leads to significantly higher motivation outcomes. These findings suggest that learning might benefit more from a multimodal and tangible physical interaction approach than the traditional tablet-based learning process. © 2020 IEEE
Description
Scopus
Keywords
university, adaptive learning, embodied learning, learning motivation, multimodal interaction, tangible user interfaces