Kinesthetic Elementary Mathematics - Creating Flow with Gesture Modality

Authors

  • Jussi Okkonen University of Tampere
  • Sumita Sharma University of Tampere
  • Roope Raisamo University of Tampere
  • Markku Turunen University of Tampere

DOI:

https://doi.org/10.17083/ijsg.v3i2.80

Keywords:

learning games, gesture interaction, flow, immersion

Abstract

Educational games for young children have boomed with the growing abundance of easy to use interfaces, especially on smartphones and tablets. In addition, most major gaming consoles boast of multimodal interaction, including the more novel and immersive gesture-based or bodily interaction; a concept proved by masses of consumers including young children. 

In this paper, we examine an elementary mathematics learning application that aims to promote a state of flow for children aged between 6-8 years. The application is run on a PC and uses the Microsoft Kinect sensor for motion tracking. It provides gamified approaches to teach the number system between 0-20. Our underlying hypothesis is that kinesthetic learning methods supported by bodily interaction provide leverage to different types of learners.

The paper describes the results of two sets (n1=23, n2=44) of pilot tests for exercise application for PC and Kinect. The tools utilized include a short and simplified survey for the children, and another survey and open-ended questionnaire for the teachers. Our key findings relate to the user experience of gesture-based interaction and show how the gesture modality promotes flow. Furthermore, we discuss our preliminary assessment on several learning related themes.

References

[1] Abrahamson, D., & Trninic, D. (2011, June). Toward an embodied-interaction design framework for mathematical concepts. In Proceedings of the 10th International Conference on Interaction Design and Children (pp. 1-10). ACM. http://dx.doi.org/10.1145/1999030.1999031
[2] Chang, C. Y., Chien, Y. T., Chiang, C. Y., Lin, M. C., & Lai, H. C. (2013). Embodying gesture?based multimedia to improve learning. British Journal of Educational Technology, 44(1), E5-E9. http://dx.doi.org/10.1111/j.1467-8535.2012.01311.x
[3] Dede, C. (2009). Immersive interfaces for engagement and learning. Science, 323(5910), 66-69. http://dx.doi.org/10.1126/science.1167311
[4] Lee, E., Liu, X., & Zhang, X. (2012). Xdigit: An arithmetic kinect game to enhance math learning experiences. Retrieved February, 14, 2013.
[5] Lee, W. J., Huang, C. W., Wu, C. J., Huang, S. T., & Chen, G. D. (2012, July). The Effects of Using Embodied Interactions to Improve Learning Performance. Advanced Learning Technologies (ICALT), (pp. 557-559). IEEE.
[6] Lindgren, R., & Johnson-Glenberg, M. (2013). Emboldened by Embodiment Six Precepts for Research on Embodied Learning and Mixed Reality. Educational Researcher, 42(8), 445-452. http://dx.doi.org/10.3102/0013189X13511661
[7] Nakamura, J., & Csikszentmihalyi, M. (2002). The concept of flow. Handbook of positive psychology, 89-105.
[8] McGonigal, J. (2011). Reality is broken. Jonathan Cape, London.
[9] Sarver, D. E., Rapport, M. D., Kofler, M. J., Raiker, J. S., & Friedman, L. M. (2015). Hyperactivity in Attention-Deficit/Hyperactivity Disorder (ADHD): Impairing Deficit or Compensatory Behavior?. Journal of abnormal child psychology, 1-14. http://dx.doi.org/10.1007/s10802-015-0011-1
[10] Pelham, W. E., Jr., Waschbusch, D. A., Hoza, B., Gnagy, E. M., & Carter, R. L. (2011). Music and video as distractors for boys with ADHD in the classroom: comparison with controls, individual differences, and medication effects. Journal of Abnormal Child Psychology, 39, 1085–1098. http://dx.doi.org/10.1007/s10802-011-9529-z
[11] Chao, K. J., Huang, H. W., Fang, W. C., & Chen, N. S. (2013). Embodied play to learn: Exploring Kinect?facilitated memory performance. British Journal of Educational Technology, 44(5), E151-E155. http://dx.doi.org/10.1111/bjet.12018
[12] Lakoff, G., & Núñez, R. E. (2000). Where mathematics comes from: How the embodied mind brings mathematics into being. Basic books.
[13] Roth, W. M., & Thom, J. S. (2009). Bodily experience and mathematical conceptions: From classical views to a phenomenological reconceptualization.Educational Studies in Mathematics, 70(2), 175-189. http://dx.doi.org/10.1007/s10649-008-9138-0
[14] Moeller, K., Fischer, U., Link, T., Wasner, M., Huber, S., Cress, U., & Nuerk, H. C. (2012). Learning and development of embodied numerosity. Cognitive processing, 13(1), 271-274. http://dx.doi.org/10.1007/s10339-012-0457-9
[15] Isbister, K., Karlesky, M., Frye, J., & Rao, R. (2012, May). Scoop!: a movement-based math game designed to reduce math anxiety. In CHI'12 Extended Abstracts on Human Factors in Computing Systems (pp. 1075-1078). ACM.
[16] Thakkar, V., Shah, A., Thakkar, M., Joshi, A., & Mendjoge, N. (2012, July). Learning Math Using Gesture. In Education and e-Learning Innovations (ICEELI), 2012 International Conference on (pp. 1-3). IEEE. http://dx.doi.org/10.1109/iceeli.2012.6360617
[17] Hashagen, A., Büching, C., & Schelhowe, H. (2009, June). Learning abstract concepts through bodily engagement: a comparative, qualitative study. In Proceedings of the 8th International Conference on Interaction Design and Children (pp. 234-237). ACM. http://dx.doi.org/10.1145/1551788.1551839
[18] Shernoff, D. Hamari, J., Rowe, E. (2014) Measuring Flow in Educational Games and Gamified Learning Environments. World Conference on Educational Multimedia, Tampere, Finland
[19] Coller, B. D., Shernoff, D. J., & Strati, A.D. (2011) Measuring Engagement as Students Learn Dynamic Systems and Control with a Video Game." Advances in Engineering Education 2.3
[20] Chen, J. (2007). Flow in games (and everything else). Communications of the ACM, 50(4), 31-34. http://dx.doi.org/10.1145/1232743.1232769
[21] Csikszentmihalyi, M., & Csikzentmihaly, M. (1991). Flow: The psychology of optimal experience (Vol. 41). New York: HarperPerennial.
[22] Echeverría, M. A. M., Santana-Mancilla, P. C., Carrillo, H. F. Q., & Enciso, E. A. F. (2013). Natural user interfaces to teach math on higher education. Procedia-Social and Behavioral Sciences, 106, 1883-1889. http://dx.doi.org/10.1016/j.sbspro.2013.12.214

Downloads

Published

2016-06-28

Issue

Section

Articles

How to Cite

Kinesthetic Elementary Mathematics - Creating Flow with Gesture Modality. (2016). International Journal of Serious Games, 3(2). https://doi.org/10.17083/ijsg.v3i2.80