| Literature DB >> 27933009 |
Mina C Johnson-Glenberg1, Colleen Megowan-Romanowicz2, David A Birchfield3, Caroline Savio-Ramos4.
Abstract
Embodiment theory proposes that knowledge is grounded in sensorimotor systems, and that learning can be facilitated to the extent that lessons can be mapped to these systems. This study with 109 college-age participants addresses two overarching questions: (a) how are immediate and delayed learning gains affected by the degree to which a lesson is embodied, and (b) how do the affordances of three different educational platforms affect immediate and delayed learning? Six 50 min-long lessons on centripetal force were created. The first factor was the degree of embodiment with two levels: (1) low and (2) high. The second factor was platform with three levels: (1) a large scale "mixed reality" immersive environment containing both digital and hands-on components called SMALLab, (2) an interactive whiteboard system, and (3) a mouse-driven desktop computer. Pre-tests, post-tests, and 1-week follow-up (retention or delayed learning gains) tests were administered resulting in a 2 × 3 × 3 design. Two knowledge subtests were analyzed, one that relied on more declarative knowledge and one that relied on more generative knowledge, e.g., hand-drawing vectors. Regardless of condition, participants made significant immediate learning gains from pre-test to post-test. There were no significant main effects or interactions due to platform or embodiment on immediate learning. However, from post-test to follow-up the level of embodiment interacted significantly with time, such that participants in the high embodiment conditions performed better on the subtest devoted to generative knowledge questions. We posit that better retention of certain types of knowledge can be seen over time when more embodiment is present during the encoding phase. This sort of retention may not appear on more traditional factual/declarative tests. Educational technology designers should consider using more sensorimotor feedback and gestural congruency when designing and opportunities for instructor professional development need to be provided as well.Entities:
Keywords: STEM; centripetal force; design principles; education; embodied learning; mixed reality; virtual reality
Year: 2016 PMID: 27933009 PMCID: PMC5122822 DOI: 10.3389/fpsyg.2016.01819
Source DB: PubMed Journal: Front Psychol ISSN: 1664-1078
Construct magnitude within degrees in the Embodied Education Taxonomy; H, High, L, Low.
| Degree | 4th | 3rd | 3rd | 3rd | 2nd | 2nd | 2nd | 1st |
|---|---|---|---|---|---|---|---|---|
| Embodiment construct | ||||||||
| Sensorimotor | H | H | H∗ | L | L | L | H∗ | L |
| Gestural congruency | H | H | L∗ | H | L | H | L∗ | L |
| Immersion | H | L | H | H | H | L | L | L |
Salient differences between conditions.
| Desktop | Interactive whiteboard | |||
|---|---|---|---|---|
| Physical description | Control device | Mouse | Trackable pen | Trackable manipulables |
| Body position | Seated | Standing | Standing, spinning | |
| Display size | 16 inch diag. | 78 inch diag. | 252 inch diag. | |
| Low embodiment | Sensorimotor | Hand moves mouse to control virtual bob | Hand and arm hold pen to control virtual bob | Hand and arm hold trackable wand to control virtual bob |
| Gestural Congruency | Mouse controls speed slider on screen, left to right | Tracking pen controls speed slider on screen left to right | Hand controls speed slider projected on floor, left or right | |
| Immersiveness-primarily FOV | Low | Medium | High | |
| High embodiment | Sensorimotor | Hand moves mouse to control virtual bob | Hand and arm hold pen to control virtual bob | Hand and arm hold physical manipulables to control a physical bob, and body spins in circle |
| Gestural Congruency | Mouse moves in small circles, maps to circular movement of virtual bob | Pen moves in large circles, maps to circular movement of virtual bob | Swinging the physical bob overhead. Also, the whole body spins around to release the bob | |
| Immersiveness-primarily FOV | Low | Medium | High | |
Descriptives for on-line declarative subtest.
| Condition | Pre-test | Post-test | Follow-up |
|---|---|---|---|
| 10.39 (5.63) | 21.64 (4.42) | 22.07 (2.89) | |
| 9.22 (4.47) | 20.43 (4.83) | 21.25 (3.68) | |
| IWB low embodied | 9.28 (4.45) | 20.47 (3.57) | 20.78 (3.46) |
| IWB high embodied | 11.38 (4.92) | 21.16 (3.86) | 21.29 (4.11) |
| Desktop low embodied | 9.69 (4.80) | 20.81 (5.19) | 20.18 (6.66) |
| Desktop high embodied | 9.92 (3.13) | 21.66 (2.00) | 20.58 (4.50) |
Descriptives for off-line generative subtest.
| Condition | Pre-test | Post-test | Follow-up |
|---|---|---|---|
| 16.86 (8.18) | 25.86 (5.28) | 25.81 (6.04) | |
| 16.48 (7.66) | 24.10 (7.31) | 25.60 (6.45) | |
| IWB low embodied | 13.34 (8.84) | 25.12 (6.37) | 21.89 (8.91) |
| IWB high embodied | 15.44 (8.70) | 26.59 (3.57) | 27.25 (2.60) |
| Desktop low embodied | 11.88 (8.95) | 23.09 (6.62) | 25.14 (6.44) |